Your search for "lesson plans" returned 29 result(s)
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Design and Technologies - Satisfactory - Years 5 and 6

This portfolio of student work shows that the student can describe competing considerations in the design of products, services and environments, taking into account sustainability (WS1, WS2, WS3). The student describes how design and technologies contribute …

Design and Technologies - Satisfactory - Years 5 and 6 | Portfolios | Work samples | Resources

Design and Technologies - Below satisfactory - Years 5 and 6

This portfolio of student work shows that the student can describe competing considerations in the design of products, services and environments, taking into account sustainability (WS1, WS2, WS3). The student describes how design and technologies contribute …

Design and Technologies - Below satisfactory - Years 5 and 6 | Portfolios | Work samples | Resources

Hiragana writing task – introductory letter - AT

Students were asked to write a short self-introduction letter to a visiting Japanese teacher following the conventions of the text type and stroke order on genkōyoshi paper. Concepts of self-introduction and expressing personal information were explored …

Hiragana writing task – introductory letter - AT | Samples | Work samples | Resources

Digital project: Scratch game - ABOVE

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 - ABOVE | 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

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

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 - 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

Problem-Solving

In F–2, students solve problems when they use mathematics to represent unfamiliar or meaningful situations. In Years 3–6, students solve problems when they use mathematics to represent unfamiliar or meaningful situations and plan their approaches. In Years 7–8, …

Problem-Solving | Portfolios | Mathematics proficiencies | Resources

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