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Online Technology Mandatory – Digital Technologies – The Amazing Game

· 18 June 2021

Welcome to Online Technology Mandatory – Digital Technologies – The Amazing Game.

To begin, please scroll to the bottom of this page, where you will find all the lesson pages under the heading ‘Course Content’.

Click ‘Welcome and Resource Zip Files’ to be taken to the course page to download the resources.

Be sure to click ‘Mark Complete’ at the end of each lesson to open up the next.

If you have any questions or need any assistance throughout the course, you can call us on 02 4023 4879 during office hours, or email  [email protected]

Enjoy the course!

Resources included:

  • Unit of work for 50 hours (one semester)
  • Student work booklet covering The Amazing Game theory
  • Get Appy Design folio
  • Starters and plenary suggestions
  • Assessment Task One: Comic Strip
  • Assessment marking criteria
  • 4 x Digital Project examples
  • A scaffold for a Digital Technology Assessment task
  • Digital portfolio exemplar sample
  • Teaching strategies
  • Plus much more

Session 1: Introduction to the Amazing Game

Busting the myths: Busting the myths will assist our teachers to break down some of the incorrect information that is circulating with the introduction of the Digital Technologies syllabus.

Familiarity with digital technologies terms: A fun and engaging activity to match terminology to meanings.

Scope and sequence: In this section, teachers will be exposed to where all outcomes, dot points and general capabilities will be met. This is all outlined in detail in the 20-week unit of work that teachers will receive.

Session 2: Discovering Digital Technology

Define and decompose real-world problems: Teachers will be exposed to a range of classroom possibilities to help meet the define and decompose real-world problems dot point; such as the ‘Tube Map challenge’, ‘Who is a Data Detective’ and the ‘Queensland- beautiful one day, perfect the next’ activity.

Evaluating the suitability of hardware: ‘Hardware Globetrotter’ and ‘Mind Blowing Emerging Technologies’ are tasks that teachers will have the opportunity to learn about and meet the evaluating the suitability of hardware dot point.

How do digital systems represent text, image and audio with whole numbers? The ‘Comic Strip Assessment Task’ will be presented to our teachers as an option to share with students. Teachers will experience pixels up close and will participate in a ‘Get Pixeled’ guessing game.

Exploring data transmission: ‘Data Dash’ activity. This section aims to familiarise teachers with the many factors involved with successful data transmission.

Session 3: Exploring Projects

Plan and manage digital projects: Suggestions for how to manage digital projects, including the use of a Design and Production Process portfolio will be covered in this section.

Teaching students to modify programs in a general programming language: A discussion regarding the general programming languages and how students may learn to code in these languages will take place. Best practice methods for assisting students and software solutions will be shared.

Algorithms, data types, branching and iteration: Our teachers will be given guidance on where and how these specific syllabus requirements are being met within a project and folio. A scaffold and marking criteria to assist assessment of these concepts will be shared. Marking criteria may be differentiated to meet individual classes and schools.

Evaluating technological solutions and professions: An evaluation activity regarding Leading Professionals in Digital Technology will be introduced. Evaluation of current apps will also be introduced as an activity to share with students.

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Course Includes

  • 27 Lessons
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