Your search for "project based learning" returned 71 result(s)
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Digital project: Learning tool - AT

Students collaboratively designed a learning tool featuring branching and repetition. The learning tool aimed to provide opportunities for players (Year 3 and 4 students) to explore, practise and apply mathematical concepts and skills (multiplication …

Digital project: Learning tool - AT | Samples | Work samples | Resources

Digital project: Learning tool - ABOVE

Students collaboratively designed a learning tool featuring branching and repetition. The learning tool aimed to give opportunities for players (Year 3 and Year 4 students) to explore, practise and apply mathematical concepts and skills (multiplication …

Digital project: Learning tool - ABOVE | Samples | Work samples | Resources

Digital project: Learning tool - BELOW

Students collaboratively designed a learning tool featuring branching and repetition. The learning tool aimed to provide opportunities for players (Year 3 and 4 students) to explore, practise and apply mathematical concepts and skills (multiplication …

Digital project: Learning tool - BELOW | Samples | Work samples | Resources

Design project: Automata - AT

Students investigated some of the key mechanical systems that are used and relied on in daily life, such as the muscles that move their own head, unlocking and opening a door, toys that move and mechanisms in the family car. They critiqued these key mechanical …

Design project: Automata - AT | Samples | Work samples | Resources

Design project: Automata - ABOVE

Students investigated some of the key mechanical systems that are used and relied on in daily life, such as the muscles that move their own head, locking and unlocking mechanisms, toys that move and mechanisms in the family car. They critiqued these key …

Design project: Automata - ABOVE | Samples | Work samples | Resources

Design project: Automata - BELOW

Students investigated some of the key mechanical systems that are used and relied on in daily life, such as the muscles that move their own head, unlocking and opening a door, toys that move and mechanisms in the family car. They critiqued these key mechanical …

Design project: Automata - BELOW | Samples | Work samples | Resources

Digital project: Scratch game - AT

Students designed a game for a buddy using Scratch visual programming language. They selected a challenge from three options and defined the problem. They designed and implemented the digital solution and recorded their development process.

Digital project: Scratch game - AT | Samples | Work samples | Resources

F-6/7 Humanities and Social Sciences - Year 5

Analysing Examine different viewpoints on actions, events, issues and phenomena in the past and present (ACHASSI099) Evaluating and reflecting Work in groups to generate responses to issues and challenges (ACHASSI102) Use criteria to make decisions …

F-6/7 Humanities and Social Sciences - Year 5 | Responsibility and enterprise | Dimensions | Curriculum connections | Resources

HASS - Above satisfactory - Year 5

This portfolio of student work shows that the student can explain the significance of people and events/developments in bringing about change (WS4, WS11). The student describes the causes and effects of change on particular communities (WS4, WS9) and …

HASS - Above satisfactory - Year 5 | Portfolios | Work samples | Resources

HASS - Satisfactory - Year 5

This portfolio of student work shows that the student can describe the significance of people and events/developments in bringing about change (WS4, WS11). The student identifies the causes and effects of change on particular communities (WS4, WS9) and …

HASS - Satisfactory - Year 5 | Portfolios | Work samples | Resources

Design project: Gardening tool - AT

Students critiqued garden tools, designed for adults, and identified the issues they have with using them. They researched ergonomics and developments by designers of garden tools in shape, size and materials used. Students explained the issues they have …

Design project: Gardening tool - AT | Samples | Work samples | Resources

Design project: Kitchen garden - AT

Students investigated the advantages of planting crops in season, or of adapting the environment to extend the life of plants. They investigated nutrient requirements for plants and optimal growing conditions. Students designed and planned a garden for …

Design project: Kitchen garden - AT | Samples | Work samples | Resources

Digital project: Rapunzel - AT

Students were presented with the problem of rescuing Rapunzel from the tower in 60 seconds. In teams, they designed, built and programmed a device that would allow the prince to safely rescue Rapunzel. They were asked to use tilt and motion sensors to …

Digital project: Rapunzel - AT | Samples | Work samples | Resources

Hotel proposal – ABOVE

Students adopted the persona of a project manager asked to make a recommendation about the location of a new hotel. They were provided with a map containing three different sites along with a list of requirements for consideration: road access, water …

Hotel proposal – ABOVE | Samples | Work samples | Resources

Hotel proposal – AT

Students adopted the persona of a project manager asked to make a recommendation about the location of a new hotel. They were provided with a map containing three different sites along with a list of requirements for consideration: road access, water …

Hotel proposal – AT | Samples | Work samples | Resources

Spending and saving – AT

This task was part of a unit of work exploring how to make informed choices as a consumer.  Students were presented with a scenario in which they were given a gift of $3000. They were required to save half of the money while being free to spend the other …

Spending and saving – AT | Samples | Work samples | Resources

Spending and saving – ABOVE

This task was part of a unit of work exploring how to make informed choices as a consumer. Students were presented with a scenario in which they were given a gift of $3000. They were required to save half of the money while being free to spend the other …

Spending and saving – ABOVE | Samples | Work samples | Resources

Excursion report (Mackay Harbour) – ABOVE

Students, as a class, developed a common set of inquiry questions about the nature and location of places in preparation for an excursion to Mackay Harbour, Queensland. The questions and information, including photographs of the site, were collated into …

Excursion report (Mackay Harbour) – ABOVE | Samples | Work samples | Resources

Excursion report (Mackay Harbour) – AT

Students, as a class, developed a common set of inquiry questions about the nature and location of places in preparation for an excursion to Mackay Harbour, Queensland. The questions and information, including photographs of the site, were collated into …

Excursion report (Mackay Harbour) – AT | Samples | Work samples | Resources

Digital project: Scratch game - BELOW

Students designed a game for a buddy using Scratch visual programming language. They selected a challenge from three options and defined the problem. They designed and implemented the digital solution and recorded their development process.

Digital project: Scratch game - BELOW | Samples | Work samples | Resources

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