Power Point - Animation - Get EduCreative. How can we use Google Apps for Education to bring the Digital Technologies Curriculum to life? Teaching With Glogster: Using Virtual Posters in the Classroom. Grades 3 – 5 | Lesson Plan | Standard Lesson A Musical Prompt: Postcards From the Concert.
Bringing Lessons to Life with Animoto. Grades 5 – 8 | Lesson Plan | Standard Lesson Animate that Haiku!
Following the traditional form of the haiku, students publish their own haikus using Animoto, an online web tool to produce slideshows that blend text and music. Grades 6 – 8 | Lesson Plan | Standard Lesson.
Google apps. Code. Teachers. Coding for Kids Revisited. Teach Your Kids to Code: 6 Beginner's Resources for Parents. Introducing computer programming to your kids can be a challenge, especially for those who aren’t familiar with the nuances of code.
Fortunately, in the last few years, a number of apps, software, and guides have been produced that make the often-complex subject of computer coding easy to grasp for young learners. So where to begin? These are a few resources that parents can share with their kids to help them start learning about programming. Be Copyright Cool - Google Slides. Instructional Technology. Technologies: General capabilities - The Australian Curriculum v7.3. General capabilities In the Australian Curriculum, the general capabilities encompass the knowledge, skills, behaviours and dispositions that, together with curriculum content in each learning area and the cross-curriculum priorities, will assist students to live and work successfully in the twenty-first century.
There are seven general capabilities: Literacy Numeracy Information and communication technology (ICT) capability Critical and creative thinking Personal and social capability Ethical understanding Intercultural understanding. Australian%20curriculum. Technologies: E-Safety Game. Infographics. Infographics. Clearing the Confusion between Technology Rich and Innovative Poor: Six Questions. ** We are seeking global opinions, please consider commenting with your thoughts and ideas of the definition of innovation** In a recent webinar, more than 90% of school leaders responded that they were leading an innovative school as a result of the implementation of technology.
At the end of the webinar, when polled again, only one leader claimed to be leading an innovative school. The complete reversal was due to a presentation of the Six Questions that you will read about in this article. This list of questions was developed to help educators be clear about the unique added value of a digital learning environment. Test your own level of innovation. (Beyond SAMR: Special note to those of you applying SAMR. Transformational Six Did the assignment build capacity for critical thinking on the web? 1.
Before the Internet, our students accessed sources for homework that had been preselected by a teacher or a librarian. Rock Skipper Frog: Communication by Semaphore. 1254.pdf. DoppelMe - Free Dynamic Avatars. Lights, Camera, SOUND! - The Arts (3,4,5,6) - ABC Splash - Overview Squeaky old hinges, coconuts, and men in high heels.
What do these things have in common? The answer is Foley artist Gerry Long. Alexa - Actionable Analytics for the Web. Web Secrets: 05/08/2014, Behind the News. Now, how much do you tell your parents about what you do online?
Everything? A little bit? Digital Footprint: 24/05/2011, Behind the News. Imagine if someone was following your every move no matter where you went, or what you did.
It would be pretty scary but if you think about it it's not so different to the world we live in. Whether it's the information we share on the internet or our day to day activities. Design an App! A Digital Technologies Project for 4/5/6. In this ICT activity, students create their own app.
The project is accessed through a Weebly. It is open-ended and caters for the diversity of all students. It is student-paced, allowing students to work through it at their own speed. Upon completion of the project, students present their new app to the class. A marking rubric is used to formally assess students and anecdotal notes are made along the way. Digital Footprint: 24/05/2011, Behind the News. Search Stories – Inside Search – Google. Sign in - Google Accounts. My Creative Work (K-2) Lesson Plans – Search Education – Google. Search Tips & Tricks – Inside Search – Google. Activities. Digital Technologies Foundation to Year 10 Curriculum by rows - The Australian Curriculum v7.3. Years 7 and 8 Band Description Learning in Digital Technologies focuses on further developing understanding and skills in computational thinking such as decomposing problems and prototyping; and engaging students with a wider range of information systems as they broaden their experiences and involvement in national, regional and global activities.
By the end of Year 8, students will have had opportunities to... Read full description › By the end of Year 8, students will have had opportunities to create a range of digital solutions, such as interactive web applications or programmable multimedia assets or simulations of relationships between objects in the real world. In Year 7 and 8, students analyse the properties of networked systems and their suitability and use for the transmission of data types. They broaden their programming experiences to include general-purpose programming languages, and incorporate subprograms into their solutions.
Hide full description › Inventions and electronic media. Ac_sa_hist_yr2_technology.pdf.