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Blood Buddies is an education resource package for Australia secondary schools. It was developed in conjunction with the Australian Red Cross Blood Service’s Year of the blood donor program. The learning modules were developed to leverage rich media that presents real students in real world situations effected by the use of blood donations (spanning patient, family and friends), helping students to relate learning directly to their lives and the lives of others.View project gallery
This resource based on the Intercultural approach to language learning supports and fosters development of higher order thinking skills and supporting students in deeper investigative methods. Students develop, improve and apply their Indonesian language skills to a range of inquiries, building an understanding of their own and Indonesian cultures and developing deeper understanding of how language works and how it is interrelated with culture.
View the learning objects:
In this interactive, students design a plant that will exist in a specific environment. Using an alien interface and concept, students select an Earth environment to explore. These environments were specifically chosen for their diversity and representation across all states of Australia and New Zealand. Having made a choice, an alien scan is conducted to provide the student with information about the environment. Students use this information and draw on prior learning in order to create an alien plant that will survive well in their chosen environment.View project gallery
Fair Test is a learning object that provides students with a cognitive and technological tool through which they will gain an understanding of the scientific process in terms of the design and execution of a fair scientific experiment. In doing so students explore aspects of the scientific process such as independent and dependent variables and experiment with these variable in order to generate different results for comparison, analysis and discussion.View project gallery
In Digestion lets users explore how their digestive system works in an interactive that allows them to feed a human digestive system with a range of foods and follow the process of digestion in a human body through four key stages from eating food through to expelling waste. Students can also interact with this process by reading information about each stage, making choices and observing the effect that their choices have upon the human body through animation.View project gallery
This object is based on the concept of students actively participating as species in a food web and gaining an understanding of their place within a food chain. The aim is to be a successful consumer on three different levels – a tadpole (first order consumer), a fish (second order consumer) and a heron (third order consumer). These tasks can be further frustrated by the role of chance in the game whereby certain events might save you from being eaten or have you become someone else’s dinner. This object provides students with an engaging means to explore the concept of food chains and provides students with an understanding of the interrelated issues.View project gallery
Cybernetrix presents students with simulations, games and student-driven activities where they discover, in a non-preachy way, information about the safe and ethical use of new technologies from Chat to mobile phones. Cybernetrixremembers user preferences and customisation, and has a game/ role playing approach to teaching internet safety awareness.View project gallery
The CyberNetrix supporting offline teacher resource kit was designed and built with the capacity to integrate across the school curriculum and across a wide range of learning areas while providing teachers with creative, easy to use resources to facilitate effective student learning. This guide acts as a supportive tool and as an off the shelf lesson plan that is highly scaffolded and in a step by step manner.View project gallery
The Netty’s World website is an immersive online learning environment designed to educate children about internet safety. The website targets children
aged 2-9 years. The site uses a combination of 2D and 3D animation to create a game-style and simulation environment.
Visit www.nettysworld.com.auView project gallery
The Parent's Internet Safety Toolkit is a multimedia application that provides families with practical advice, information and resources to help keep online activities safe and enjoyable.View project gallery
The Beat IT resource provides a high degree of flexibility in classroom use. Students learn to play an instrument through two different pathways. Students can start with techniques first to learn the appropriate method to play each instrument and then apply their skills to create a pattern or tune. Alternatively students can explore the patterns first as a lead in activity, experimenting with different sounds and methods, then master the techniques.View project gallery
Streetscape demonstrates concepts such as spatial awareness, working in a 3D environment, understanding the use of scale representation, recognising specific structural features and making sensible predictions based on estimations of measurement. Streetscape provides activities and challenges to prompt students to make and test predictions about the building’s spatial interior and structure dimensions.View project gallery
The Sven Callaway Show was created as a flexible learning resource, customised initially for the Relationships unit, providing students with a humorous and irreverent way to explore the issues surrounding Sexuality and Drugs.
The look and feel was created to appeal to students incorporating humour and satire. With larger than life American accents and typical media hype the style is an Australian satire of the American Talk Show genre.
What?! presents showcases of the work of six students outlining their approach, advice and experience of a Negotiated Study. Quirky and animated Quick Time movies were created and a What!? study handbook presented an easy six step guide to assist students in their organisation, research and presentation skills.View project gallery
Students follow the lifecycle of Ellie the Elongate Tortoise from when she
was first hatched through to when she starts a family of her own.
This interactive story involves students making choices about what she
should do throughout her journey. As they make their choices they gain an
understanding of the factors that may influence her life cycle including
ones introduced by humans.
An urgent call comes through from Catherine Kelly, an Australian biologist
living in a Thai village. She is extremely worries that the local villagers
will hunt and kill the elephants that have just raided their crops.
Students are asked to assist Catherine by taking on the role of a field
researcher to investigate and collect data about two elephant herds, and a
Students are required to take on the role of a journalist charged with investigating the turtle crisis in Asia. They receive a message from their editor that there is a hot story lead to follow up on. They must travel to Southern China to investigate a local market to find out about the turtle crisis. They then have the chance to visit a turtle rehabilitation centre in Cuc Phuong National Park in Vietnam where they can find out how it is helping with turtle conservation. Once students have completed their investigation they must submit a story to their editor.View project gallery
The Chinese Calligraphy project was primarily designed for students in years 9 and 10, and lets them explore Chinese brush painting, Chinese calligraphy, and the life of a Chinese artist. The multimedia content was designed to complement and enrich other offline activities, materials and discussions and form part of a wider learning sequence. The resource also presents an opportunity to gain a greater appreciation and understanding of Chinese language and culture.View project gallery
The approach to this interactive is to maximise student interest through the application of quirky illustration and animation, simple interaction and instant student feedback. There are three components to the interactive allowing students to explore the different body parts involved in dance, different types of cultural dance costumes and a journal entry area.View project gallery
In Focus follows an Australian styled current affairs television programme based loosely around the four panellist approach used on the ABC’s Lateline. The pedagogical approach intended by the Department of Education and Training Victoria was constructivist based, with students being encouraged to explore the content and engage in their own discussions and debate. Students used this experience as a basis for their own research and created their own debate exploring different perspectives on a health topic.View project gallery
This resource provides students with an illustration of a continental shelf depicting three or four different marine habitats – from the shallower coral reef to the deep water. Students explore by zooming in on a specific habitats or species to learn more about marine life. Having explored the different habitats, students will be prompted to play the food chain game, applying the knowledge they have just gathered.View project gallery
This resource provides students with the opportunity to send a message in a bottle and perhaps receive a response by the bottle's founder.Undertaken as a joint class activity, students will first need to earn the right to send their message by correctly answering a set of questions. Each correct answer provides students with a letter or number that makes up part of a word or code that must be entered on screen in order to release their bottle into the ocean from any point on a map of the world.View project gallery
Underwater World provides a full sensory experience with audio being a key component challenging the notion that it is silent under water. Students are prompted to explore the environment by navigating the scuba diver and were provided with tasks or challenges to find out specific information on a species.View project gallery
This project was developed as a suite of Antarctic related resources for students from years 5 to 10, focusing on both science and SOSE curriculum. An interactive journey sequence sets the scene and students are provided with a sense of the two week journey from Hobart to Antarctica on board the Aurora Australis – through the roaring forties, the furious fifties and the screaming sixties to the peace and tranquillity of the pack ice.View project gallery
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