“The world we have created is a product of our thinking. It cannot be changed without changing our thinking.”
–Albert Einstein

How will SparkleFish benefit your students?

Using this creative application will give your students the opportunity to construct their own understandings of word formations and sentence structures.

SparkleFish encourages students to explore and discover the different kinds of vocabulary such as adjectives, nouns, verbs and exclamations that may be found within a piece of writing.

This application guides students in creating vocabulary that can be rearranged in their own order to, enhancing key understandings of literacy concepts.

Students are able to practice using their voice projections and pronunciation, an opportunity to improve and reflect on their own skills throughout the experience.

How would Scratch work in your classroom?

SparkleFish is an application which provides audio/visual instructions for students to record their voice. Each instruction asks students to record themselves speaking particular vocabulary e.g. animal, noun, body part etc. Using the student driven words, the application processes all words to make a story.

Students are able to use the “buzz” words and story lines to construct their own creative writing.

Students are encouraged to be imaginative when adding different types of words to their stories.


How would you integrate Scratch within the curriculum?

Below is an example of SparkleFish used in a year 2 digital technologies lesson.

Subject: Digital Technologies

Year Level: 2

Strand: Digital Technologies –Processes and Production Skills

Sub Strand: Create events and characters using different media that develop key events and characters from literary texts (ACELT1593)

Cross Curriculum Priorities and General Capabilities:

  • Literacy
  • Critical and Creative Thinking
  • Information and Communication Technology (ICT) capability

Links To Other Learning Areas: English

Activity: SparkleFish can be used to extend students’ skills within a literacy activity. During a creative writing lesson, the application allows students to think of new and creative ways to start a story. Prompting various forms of vocabulary, SparkleFish teaches students the correct format and creative ways to use adjectives, nouns, verbs etc. throughout a story. Students are able to construct their own unique piece of writing with the correct vocabulary and format.

How do you use SparkleFish?

Where do i find SparkleFish?



“The real power of interactive technologies is that they let us learn in ways that aren’t otherwise possible or practical.” – David Lassner

How will Scratch benefit your students?

Within the classroom today, coding is becoming an influential skill that gives students an appreciation of what can be built with technology.

Scratch is designed to assist your students in learning to think creatively, reason systematically, and work collaboratively. These skills are essential for life in the 21st century, a digital world.

As educators, we need to empower students to be able to make personal connections to computing, by drawing upon creativity, imagination and interests. This is what Scratch aims to achieve.

Providing your students with the understanding of how technologies work brings their ideas to life in big, bright and creative ways.


How would Scratch work in your classroom?

First of all, Scratch is actually free! Which means your students could be using this  program within minutes.

Scratch is a visual programming language produced to help simplify the processes of creating and programming animations, games, music, interactive stories and much more.

Worried about your year level or individual student abilities? No need to worry! Scratch offers activities for all year levels and abilities across all learning areas.

How would you integrate Scratch within the curriculum? 

Below is an example of Scratch used in a year 3-4 digital technologies lesson.

Subject: Digital Technologies

Year Level: 3-4

Strand: Digital Technologies – Knowledge and Understanding

Sub Strand: Explore and use a range of digital systems with peripheral devices for different purposes, and transmit different types of data (ACTDIK007)

Cross Curriculum Priorities and General Capabilities: 

  • Literacy
  • Numeracy
  • Critical and creative thinking
  • Information and Communication Technology (ICT) capability

Links To Other Learning Areas: English

Activity: Scratch can be used to extend students’ skills within a literacy activity. A fun way to incorporate computing programming into literacy is by using Scratches animation features such as speech bubbles, captions and sound effects to help tell a student written story. This idea is for students to recreate a scene(s) from a story with a background, characters from the story, animation and text. As students develop their skills they can create more complex codes.

How do you use Scratch?

Where do i find Scratch?



Sphero SPRKS

Sphero SPRK


The Sphero SPRK robot is a fun, interactive robot that students can use in Digital Technology.


The Sphero SPRK is a white, small hand-sized ball which students can program easily. The see through shell of the Sphero SPRK allows students to see exactly how the Sphero SPRK works inside. The Sphero SPRK can connect with the student’s computer and Smartphone through the Sphero SPRK App. The Sphero SPRK is a great learning tool for teachers to introduce STEM into their Teaching. Students can make the Sphero SPRK change colours, run circuits, keep the beat with a song and many more fun adventurous things.

Subject: Digital Technology

Strand: Digital Technologies Processes and Production Skills

Year Level- Foundation to 10

General Capabilities:

  • Numeracy
  • English
  • Information and communication technology capability
  • Critical and creative thinking

Activities Ideas:

  • Science- Sphero SPRK circuits the orbit of the moon.
  • Mathematics- Moving the Sphero SPRK to add or subtract on a number line.
  • The Arts- Changing the colours the Sphero SPRK to design a coloured art piece.

Links to Sphero SPRK:


PlickersPlickers 1

Plickers is a fantastic online tool which can be used in the classroom to check for your students understanding, gain an insight into what students already know and can be used as an assessment tool.

Subject– Digital Technology

Strand– Digital Technologies Processes and Production Skills

General Capabilities:

  • Numeracy
  • English
  • Information and communication technology capability
  • Critical and creative thinking

Year Level– Foundation- Year 10

What is Plickers you may ask?

Well, Plickers can use a teachers Ipad, computer or Smartphone in conjunction with a series of QR codes. Students are given their own QR code on a piece of card. Teachers may laminate the card for durability. Each code is specifically signed with a student’s name. Each code can be turned in four orientations which each orientation provides a different answer. On the diagram below you can see A, B, C and D on the Plickers.
Plicker card

When the teacher is ready to collect specific assessment data, the teacher on their Plickers account can assign specific questions to the class. The questions then appears on the Interactive White Board in front of them. If an Interactive White Board isn’t available in the classroom, the teacher can read the questions off their computer. See Diagram below.

plickers question

Once the question appears, students then turn their QR codes to the correct answer. The teacher then scans each Plickers and it will highlight in green the students whose Plickers have been successfully scanned. See diagram below.
plickers scanned

The teacher can then show students the correct answer and the Plickers do not reveal to the students who got the answer incorrect or correct. This allows students to not feel pressured or embarrassed if they do not get the right answer.

Later on, the teacher can check their Plickers account and place the student’s answers into an assessment spread, where the teacher can use the assessment information to inform teaching or plan for teacher.

Plickers is a great tool to use in the class for many reasons:

  1. Check for understanding of a topic
  2. Another assessment
  3. Fun, interactive technology way to engage students with their learning


Link to Plickers:

  • Download the app on your computer and camera device
  • Print Plickers onto cards
  • Set your class up
  • Assign questions
  • Off you go to a great new learning experience

Kudo Game Lab

koduYear Level: 5 – 6

Subject: Digital Technologies

Strand: Digital Technologies Processes and Production Skills

Sub Strand: Implement digital solutions as simple visual programs involving branching, iteration (repetition), and user input (ACTDIP020)

  • planning and implementing a solution using a visual programming language, for example designing and creating a simple computer game involving decisions and repetitions, suitable for younger children, that requires user input to make selections, taking into account user responses
  • designing and creating a solution that is interactive, using a visual programming language, for example designing a user interface for people with disability, taking into account visibility and size of icons; or creating a quiz that provides feedback on response and allows the user to try again


Link to Resource



Cross Curricular Priorities and General Capabilities:

  • Literacy
  • Numeracy Numeracy
  • Critical and creative thinking Critical and creative thinking
  • ICT capability Information and Communication Technology (ICT) capability

Links to other learning areas:

  • English
  • Mathematics

Kodu is an interactive visual programming resource that provides its users with the opportunity to create games on any PC and Xbox device via a simplistic visual programming language system. Inspired by other online gaming programs, it’s unique programming model is simplified and is designed to be accessible by anyone. From young children to the extreme online gamers, everyone at any level is welcome and best of all, it is free!

Kodu can be included into any classroom environment and can be easily integrated into multiple aspects of the curriculum. Not only can it assist in the development of computing programming and gamming skills but can be used to teach creativity, problem solving and storytelling too.

Unique to its design, Kodu can be used to create a variety of different games for multiple purposes. Specifically within the classroom, Kodu can be used to plan, design and create a simple computer game, using visual programming language for people with a disability, taking into account visibility and size of icons, as well as sound and verbal cues.

Types of Games:

  • Adventure
  • Platform
  • Puzzle
  • Racing

How to use this resource:

Below is a series of images designed to assist you in getting started.
















System Requirements

In order to access and download Kodu, please ensure your computer or device is compatible with one of the following:

Operating Systems:

  • Windows 8 or 8.1 (Desktop mode)
  • Windows 7
  • Windows Vista
  • Windows XP (latest updates required)

Additional requirements:

  • A graphics card that supports DirectX 9.0c and Shader Model 2.0 or higher
  • .NET Framework 4.0 or higher
  • XNA Framework 4.0 Redistributable

Enjoy! Talia Townshend

Code with Daisy the Dinosaur!

Daisy the Dinosaur


Year Level: F – 2

Subject: Digital Technologies

Strand: Digital Technologies Processes and Production Skills

Sub Strand: Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004)


  • Experimenting with very simple, step-by-step procedures to explore programmable devices, for example providing instructions to physical or virtual objects or robotic devices to move in an intended manner, such as following a path around the classroom


Link to Resource:

Information and Download:

How to use:


Cross Curricular Priorities and General Capabilities:

  • Literacy
  • Numeracy Numeracy
  • Critical and creative thinking Critical and creative thinking
  • ICT capability Information and Communication Technology (ICT) capability

Links to other learning areas:

Mathematics and Information and Communication Technology (ICT)

Daisy the Dinosaur: Information and ways to integrate into the classroom setting. 

Learn the basics of computer programming with the ever so cute Daisy the Dinosaur!

Daisy the Dinosaur is a free iPad app that introduces young children to the world of coding. It uses an easy  ‘drag and drop’ interface and simple steps such as move, spin, jump and roll used to animate Daisy as she prances and dances across the screen. As students engage with this program, they intuitively learn the basics of object control, repetition and sequencing as well as simple language commands as they solve Daisy’s challenges. Consequently, allowing students to create animations and games at their own level.

Below is an activity that can be used by teachers to introduce students to simple coding using simple language commands.

Activity: After completing the Daisy the Dinosaur challenges located within challenge mode, assign 3 set tasks that reinforce the key points learnt throughout using simple language commands.

Task 1: Make Daisy move FORWARD, TURN, GROW and then MOVE.

Task 2: Make Daisy move FORWARD and JUMP to the end of the screen.

Task 3: REPEAT 5 times.

As an extension or early finishers, allow students to create a task for Daisy the Dinosaur and share with another member of the class.


How to use this resource:

Navigation is made easy! Follow the simple steps below to get started.

Step 1










 science fundamentals

‘Description of website’ is an online website which provides access to courses which focus on computer science ‘fundamentals’, of all ages. The website was created in 2013 and is a non-profit organisation which dedicates its time to increasing opportunities for students and people around the world to engage with computer science in a meaningful and relevant way.


Introducing code studio for grades k-5




‘Different modes’

There are a range of free, online courses displayed on the website targeted for elementary to high school. ‘The hour of code‘ is an aesthetic feature on the website which enables to students to interact with and explore the following:

Learn to program droids

Create their own ‘Star Wars’ game

Explore a Minecraft world through coding

Engage with ‘Frozen’ characters using coding to discover the magic of ice!

‘The hour of code’ has been designed to appeal to the elementary age group and its aim is to encourage students to explore the world of coding through familiar and age appropriate themes. Throughout this learning process, students are developing coding skills through high order thinking, problem solving and discovery-based learning. These skills are preparing students to become critical and creative thinkers apply it to their everyday thinking.

‘Application to the classroom’

Each course provided, features the suggested age group and the type of skills which students will be developing throughout. The courses are flexible and therefore, teachers are able to modify them according to the students abilities and needs. The lessons align to the computer science standards however, they are American based and therefore, adjustments would need to be made to ensure their were clear links between content descriptors, learning outcomes and the West Australian Curriculum. The picture featured below, displays recommended courses for age groups and the type of skills which will be explored and developed.



Technologies-CurriuclumLinks to SCARSA

Subject- Digital technologies

Strand-Processes & Production skills

Sub-strand- digital implementation

Content descriptor-Implement and use simple programming environments that include branching (decisions) and iteration (repetition) (ACTDIP020)

Recommended years-Elementary to High school

Cross-curriculum priorities-SustainabiliyGeneral capabilities- Literacy, Numeracy, Critical & Creative thinking, Information & communication techniques

Links to other learning areas: Maths, English, Science, Arts



Australian Curriculum and Reporting Authority [ACARA]. (2014). The Australian Curriculum: (Science). Canberra: Australia. Retrieved from: http://www.australian (2013). Retrieved from:








Codea is a software development tool that includes resources to teach kids to create their own program using the Lua programming languaCapture2ge. Codea is an app for all ages as it supports younger children by providing samples as well as extending those familiar with the coding process. Codea enables children write their own programs, like games or other graphics and create games and simulations, for the iPad



The app is designed to let you touch your code. Listed below are some of the many features Codea offers:

  • A fully featured 2D and 3D renderer
  • Lots of great example projects to learn from, including games
  • Touch your code: tap colors, images and sounds to adjust them
  • Export your finished projects to Xcode to produce real apps
  •  Complete in-line reference documentation accessible from keyboard
  • Intelligent syntax highlighting and auto-completing code editor
  • Import your own assets from Dropbox
  • Generate retro-game sound effects
  • Bluetooth keyboard support and keyboard shortcuts
  • Video recording: Record videos of your projects and share them
  • Air Code: code live from your PC using WiFi

Codea can work hand-in-hand with the curriculum: 

Digital Technologies

  • Data is represented using codes (ACTDIK015)
  • Use simple visual programming environments that include a sequence of steps (algorithm) involving decisions made by the user (branching) (ACTDIP011)
  • Implement and use simple visual programming environments that include branching (decisions), iteration (repetition) and user input (ACTDIP020)
  • Implement and modify solutions, that include user interfaces within a programming environment, including the need for choice of options and/or repeating options (ACTDIP030)
  • Design algorithms, represented diagrammatically and in structured English, and validate plans and programs through tracing (ACTDIP040)
  • Validate algorithms and programs using common acceptable methods (ACTDIP040)
  • Implement data storage and organisation techniques within a programming environment  (ACTDIP041)

For more information about the West Australian Curriculum and to preview Codea in action, please visit the following websites:


What is Osmo?

What is Osmo?


ad37220.logo_300IPad’s are a fantastic tool for all children but have you ever asked yourself “I wish they could be more hands on”.  Let me introduce you to Osmo. Osmo is a hand-on set of iPad games played with real-life accessories and tools. Osmo encourages social interaction and creative thinking by                                                                                             expanding gameplay beyond the screen.3f2a685.newton-play-with-anything


How  it works:

Osmo is made of a vertical base and a reflective mirror that sits in front of the camera. These two accessories work side by side to change the physical space in front of the iPad, turning an ordinary iPad into a space that children can interact with.

There are 7 companion apps that Osmo have released:

  • Masterpiece: Unleash your inner artist! Pick an image from the camera, web or curated gallery and Masterpiece will transform it into easy-to-follow lines, helping you create beautiful drawings.
  • Newton: Newton works with any object or drawing – Mom’s keys, hand-drawn basket, even toys you already own. Simply place the object/drawing in front of the screen and manipulate it to guide the falling balls into the target zones.
  • Words: Guess and spell the on-screen image. Team up or compete in-person with friends or family to see who will get their letter in first! Download free content like trivia, geography or upload your own like family names. The possibilities are endless!
  • Tangram: Arrange wooden puzzle pieces to match on-screen shapes. Animals, objects, humans and more. Play with a friend or challenge yourself to increasingly more difficult levels as your handiwork lights up with each victory.
  • Coding: Osmo Coding uses hands-on physical blocks to control Awbie, a playful character who loves delicious strawberries. Each block is a coding command that directs Awbie on a wondrous tree-shaking, strawberry-munching adventure.
  • Monster: Bring your drawings to life! Each item you draw for Mo will be magically pulled into his world. Together create animated activities to share with family and friends.
  • Numbers: Add, count and multiply the tiles to match the numbers on the bubbles. Popping enough bubbles will free the fish and unleash a storm of lightning and thunder! Big or small, even or odd, will you become the Numbers Master?

The best part about Osmo is that it offers children hours of hands-on interactive play and is simple enough that they will be able to navigate through it on their own.

Osmo can work hand-in-hand with the curriculum:


  • Create symmetrical patterns, pictures and shapes with and without digital technologies (ACMMG091)



  • Data is represented using codes (ACTDIK015)

The Arts:

  • Use of a variety of techniques and forms, such as digital imaging, sculpture, mixed media, printing, drawing and painting (ACAVAM115)

For more information about the West Australian Curriculum and to preview Osmo in action, please visit the following websites:


Learning how to program through Scratch.

Learning how to program through Scratch.




Digital technologies

Year Level:

4 and 5


Process and production skills

Sub strand:

Digital implementation

Content descriptor:

Use simple visual programming environments that include a sequence of steps (algorithm) involving decisions made by the user (branching) (ACTDIP011)

Link to the resource:

Cross-curriculum priorities and general capabilities:

Links to other learning areas:

  • English
  • Maths

A classroom activity using this resource:

The PLURALSIGHT website provides free online programming courses available for all ages. The courses are explained through a series of videos which are accompanied by notes and heavily scaffolded steps. Slides are able to be paused and revisited at a later time. Explanations are thorough and written in plain standard Australian English making it accessible for most students. The courses introduce computing and computer science to a younger audience using a program named Scratch. Through Scratch students will eventually learn about programming and how to program on their own.

How to use this resource:

Each course is split up into different components which vary in time, the teacher will need to allocate at least three 45-50 minute full lessons to the Scratch programming course. Each child will need their own device where they can access the program. The teacher should first demonstrate how to get students on the website and direct students to where they need to begin. The teacher will also need to be keeping an eye on students progress. This can be done by observing students as they work. Students may also be required to keep a journal about their day to day progress with their programming.

-Isabelle Pitchen 10321170