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Digital project: Game on - AT

Students collaboratively designed and implemented a computer game for a primary school audience using open source visual programming. They used an agile approach to develop a game featuring a welcome screen, a designed background, characters or objects …

Digital project: Game on - AT | Samples | Work samples | Resources

Digital project: Game on - BELOW

Students collaboratively designed and implemented a computer game for a primary school audience using open source visual programming. They used an agile approach to develop a game featuring a welcome screen, a designed background, characters or objects …

Digital project: Game on - BELOW | 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

Reasoning

In F–2, students develop an increasingly sophisticated capacity for logical thought and actions. Students are reasoning mathematically when they explain their thinking. In Years 3–6, students develop an increasingly sophisticated capacity for logical …

Reasoning | Portfolios | Mathematics proficiencies | Resources

Fluency

In F–2, students become fluent as they develop skills in choosing appropriate procedures; and recalling factual knowledge and concepts readily. In Years 3–6, students become fluent as they develop skills in choosing appropriate procedures; carrying out …

Fluency | Portfolios | Mathematics proficiencies | Resources

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