Reading Eggs is used in our school from Prep up to Grade 3. It can also be used for older children, depending on their reading and English level. Children enjoy using Reading Eggs for learning to read, as it has interactive games and stories to read, with music built into the program. 

 

Children learn at their own pace with supervision from the teacher, with the program being able to be used as formative assessment material. Children can use reading eggs at home on an ipad or laptop, or at school on a Chromebook or laptop. There are learning goals built into the game, as teachers can monitor their student's progress as a formative assessment.

 

Reading Eggs is a program that I would use as a teacher with my young students, as it is a tool that I can use as a form of diagnostic and formative assessment. It is a also a program that I can use when I do group work, as the students can be set up in small groups with their log in details, using Chromebooks and headphones and go through the program's set tasks, while having their progress logged for formative assessment. Reading Eggs is used in the classroom where I work and is a reliable learning tool in the classroom. It is also an aide in managing challenging behaviours, as the children are working independently and are in control of their own working space and speed. 

Blooket is used by teachers in schools as a fun way for students to learn and test their knowledge. The teacher creates a game for their students and gets a code for the students to type in an enter the game. The students pick a character they want to be, and get into playing the game. This is a lot of fun for the students, is a hands-off assessment for the teachers, and allows the students to test their knowledge and skills they have learnt. 

 

According to ACARA, becoming capable and developing their ICT skills in all areas of the curriculum is vital as technology continues to evolve and they must learn to make the most of technology. In the Middle School where I work, I have seen this quiz game being used with the students, and they enjoy this game, although it can become noisy if the teacher allows it to be. I would use this game as an end of lesson assessment after finishing a learning task, as it can become noisy, and students need to do the best that they can to maintain their noise levels to a lower decible. 


Bee Bots

 

https://www.digitaltechnologieshub.edu.au/search/bee-bot/

 

Bee bots are a programmable bee robot that students can program a sequence of steps to move it in different directions. They can help students to improve their directional language, learn how to formulate steps to give directions and program using an app. 

 

Bee bots are an digital, educational tool for younger students, as they appeal to younger students and they are excited to use them, play with them and give them instructions in where to go and what path to follow. 

 

I would use Bee Bots with the younger students, as they are a fun tool for younger children, and created for younger minds and hands. We have access to Bee Bots at our school, where teachers are welcome to use them as a resource for their students when teaching in a classroom setting. This activity can be fun for the students, but also can be used to maintain classroom management if managed well by the teacher, as students can be firm with the need for instruction and order when directing the bees on a path to go around, and encourage the students to be well behaved and take turns in small groups or as a class group.  

 


https://www.typingtournament.com/

 

Typing Tournament is a typing program to help students to learn to touch type. This is a vital skill for students to learn, as typing up quickly and efficiently is a skill that they will need for their future learning and as part of their future career. 

 

It is for ages 6 up to adults, and is a self-paced program that introduced the whole keyboard as students demonstrate readiness in their learning.


https://www.twinkl.com.au/

 

Twinkl is an website filled with education tools, resources and games for teachers designed and created by teachers. A teacher can get themselves a subscription and use the resources that are designed for the curriculum that they teach. 

 

The interactive games that are found on Twinkl can be used individually, or they can be used in a classroom setting, with the student's working together to solve the puzzles and grow their knowledge as a classroom of peers. 

 

I would use the interactive games found on Twinkl, as the resources are already created for you, and worksheets can be made based on the game they are playing, so learning goals are simpler to reach, with less ground work needed by the teacher. The use of ICT with Twinkl also decreases the cognitive load on teachers, allowing the teachers to be present with their students and teaching them to their full potential. 


According to ACARA, Information and Communication Technology, (ICT), is a skill that students develop in all areas of the learning curriculum. Students are required to develop their skills and knowledge in the use of ICT, as the ICT continues to develop and change as technology develops and changes. (ACARA, 2025.). 

As an adult, I struggle with the developments as technology makes advancements, and believe that I have many more technological developments as I continue on in my learning journey. I am willing to learn, as this website has been a learning journey for me in itself. I have enjoyed creating this website using ICT, and learning more programs that I can use with my students in my own classroom in the future.


References

 

ACARA, (2025.). Australian Curriculum, Assessment and Reporting Authority: Information and Communication Technology, ICT Capability. https://www.v8.australiancurriculum.edu.au/f-10-curriculum/general-capabilities/information-and-communication-technology-ict-capability

 

Bee Bots, (2016.). Bee Bots. https://www.figitaltechnologieshub.edu.au

 

Blake eLearning, (2008.). Mathseeds. https://mathseeds.com.au

 

Blooket, (2018.). Blooket. https://blooket.com

 

Brand, J., Brooker, J,. & Versvik, M,.(2012.). Kahoot! https://www.kahoot.it

 

Butler, A., (8th September, 2011.). Reading Eggs, https://www.readingeggs.com.au

 

Butler, A & T, (8th September, 2011.). Nitro Type, https://www.nitrotype.com

 

EdAlive Online Learning, (1987.). Typing Tournament, https://www.typingtournament.com

 

Jacaranda, (2008.). Jacaranda, jacPLUS. https://www.jacaranda.com.au

 

 

Seaton, J & S, (2010.). Twinkl Interactive Games, https://www.twinkl.com.au/resources/australian-resources/australian-resources-f-2/go-interactive-resources-f-2-australia

 

Topmarks Online Ltd, (14th August, 2015.). Hit The Button. https://www.topmarks.co.uk/maths-games/hit-the-button

 

Mathseeds is used in our school from age 5 - 9. It is a fun, interactive Mathematics program, that covers all the core Math concepts for children. We have started using Mathseeds with our Prep students at the start of Second term, and have enjoyed seeing the growth of their Maths skills, including counting, writing numbers correctly, and advancing their core Math skills. 

Children learn at their own pace with supervision from the teacher, with games and puzzles that can be used on any screen with access to the internet. We also send home the child's personalized ID for Mathseeds, so they can access this at home, and keep on progressing when they aren't at school. 

Children of all learning abilities love Mathseeds, as each program is personalized to each child's learning goals, and can be progressed and supervised by their teacher. 

 

This is a program which supports student learning, as they can do this independently on their Chromebook with their headphones on while in small learning groups, with their progress being logged for teachers to assess.

I would be confident using this in the classroom as a program to aide my student's Mathematics growth and knowledge. I have seen this program used in the classrooms where I work, and see the benefits in it. Using Mathseeds is also a way to manage challenging behaviours, as children are working independently and are in control of their own working space and speed.


JacPLUS

 

https://www.jacaranda.com.au/

 

jacPLUS is a resource for teachers to build lessons, find resources for students to use for their work, pre-made formative and summative assessments, among other teacher-ready tools to be used. 6,086 campuses around Australia uses jacPLUS, including at the school where I work. It is based on evidence-based pedagogical framework, and is useful for teachers of all curriculum areas. 

 

Teachers can use jacPLUS to organise learning tasks for the students to complete and I have seen it used for resources and videos for students to be able to complete school projects and activities. This allows the student's cognitive load to be minimized, allowing students to concentrate on their work and maximizing learning time. 

 

I would use jacPLUS for lesson planning and resource sharing with students if I teach older students, as it would be a benefit to my students and their cognitive load, and helping reach their learning goals. 

 


https://kahoot.it/

 

Kahoot is an online learning game, to test students' skills and knowledge about curriculum subjects. It is a fun way for teachers to get formative assessment results from their students, without the hassle of testing them and requiring them to sit under test conditions, using their own laptops or Chromebooks.

The teacher creates a quiz through their subscription, where a code is created. This code is given to the students, and they log into the game through the code, and proceed to compete against each other and the clock to get the best result. These results are given to the teacher and can be used as formative assessment for any curriculum area. 

 

I would use kahoot in my classroom, as it can be used as a formative assessment tool, while allowing my students to share their knowledge with their peers, while competing with them and having fun; students should be encouraged to have fun while learning. ICT can be used for developing student's minds, but also showing they can also have fun. 


 

 

 

https://www.topmarks.co.uk/maths-games/hit-the-button

 

Hit the Button is an interactive Mathematics game, that can be used individually or by the teacher on an interactive screen. These games are against the clock, but there is also an option to not compete against a clock, depending on the students in the classroom, or if they are playing individually. These games can be chosen based on a student's level of math knowledge and can be used to develop students' mental math skills. This game is aimed at 6-11 year old students, but can also be used for older students, depending on their level of math knowledge.

 

I would use Hit the Button with my students, as I have seen it used in the younger classrooms where I have worked at school. The children love competing against the clock to get the correct answer, but their peers often join in and encourage them on their turn, especially if they are struggling to get an answer correct. It is an interactive, fun, encouraging game to play with your students, while encouraging students to work towards their Mathematics learning goals. 


Nitro Type

 

https://www.nitrotype.com/

 

Nitro Type is an interactive typing game, where students race the clock or their peers using their typing skills. The students race around a track in virtual cars, with their typing speed and precision determining how fast they go around the track. This game is aimed at younger students, with the enjoyment of racing against their peers, while improving their typing skills. 

 

I would use Nitro Type with my younger student's when they have finished other tasks, as it is a fun game for teaching typing. Class management can become difficult if this program isn't used correctly, as students may become competitive at times. Good classroom management of a competent teacher is required, and I believe that I will be competent in the area of classroom management. 


According to ACARA, students are required to create using ICT, to be able to produce idea, plans and processes using ICT, and create solutions to challenges that occur in learning area tasks. 

Students are also required to apply social and ethical protocols when using ICT and be able to recognise intellectual property of others, to avoid copyright incidents. They also need to understand how to keep themselves safe online and while using and creating with ICT. 

Students learn how to communicate with others while they are on their formal learning journey, through the use of emails and websites. This is to be taught while they are in school, as they will be required to contact people through online communication tools, such as emails, with their work places and work peers. 

When students are learning using ICT during Mathematics, they are learning to calculate, draw graphs, collect, manage, analyse and interpret data, share and exchange information and ideas, and investigate and model concepts. These skills are vital to understand as part of using ICT, as once their formal learning journey has ended, they will be required to use these skills in their workplace and society to improve society as a whole. 

When students are learning using ICT during English, they are interpreting and creating print, visual and multimedia tasks, and using communication technologies online, and communicating with others electronically, which includes using their typing skills. (ACARA, 2025.).

 

The skills and knowledge that students learn during their formal learning years are beneficial for their role as part of a functioning, developing society.