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Listed under:  Technologies  >  Design  >  Functionality
Listed under:  Arts  >  Design  >  Functionality
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Designing a school tuckshop app

In this lesson students think like software engineers and engage in user-centred design to conceptualise and prototype an app that could be used in their school tuckshop.

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Visual programming with Scratch: years 3-6

This comprises a collection of sample activities that incorporate visual programming (Scratch) into teaching and learning programs. They show the possibilities Scratch offers for integration. The projects are incomplete and are designed to be used as samples for inspiration or modification by teachers.

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Engineers think outside the square

Students explore the brainstorm and iterate phases of the engineering design process, with a particular emphasis on the importance of trying different ideas to ‘build a better mouse trap’.