F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Students are introduced to Ozoblockly and basic programming concepts. Using Ozoblockly, students program Ozobot to follow a path and travel through a maze that they have created. This lesson idea was created by Steven Payne.
Learn how to code the micro:bit to use the radio! In this DT Mini Challenge, you can create wireless networks to send pictures and messages around the room! You'll start by sending simple messages, but work up to making your own interactive games with your friends! Dive on in and you'll be sending secret messages in no time!
This lesson sequence offers an approaches to teaching object-oriented principles using text-based programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.
Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.
Learn how to program a BBC micro:bit using Blockly. No experience required. Learn the basics of programming in Blockly with our full BBC micro:bit simulator.
Learn how to use the Turtle in Blockly to draw and create with code. You'll draw a satellite piece by piece, building up your coding skills and learning advanced programming concepts like loops and functions.
This lesson will explore how to program the Sphero using functions and show the benefits of decomposing the behaviour of the Sphero into functions, instead of writing line by line repeated behaviours. This lesson idea was created by Celia Coffa.
Natural language processing is growing in importance. We often converse with automatic chatbots for customer service without even knowing. We also use online translation services or mobile apps. But how do these services work? Is there artificial intelligence (AI) in them? Three projects are offered to cater for student ...
This is the eighth in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. This lesson may take two to three 45-minute periods. It brings together skills from the previous lessons to design and develop a Higher Lower game, where the player tries to guess ...
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
This is the final in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. See next steps for suggested courses and learning sequences after this lesson. It builds on the coding concept of functions (by introducing the concept of return values. Functions are ...
This is the seventh in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. This lesson may take two to three 45-minute periods. It introduces iteration (also called loops).
This is the ninth in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. This lesson may take two to three 45-minute periods. It explores creating powerful programs for managing and analysing data, by combining the previous skills of using loops and working ...
In this lesson we show how to transition from a visual based programming language to using a text-based programming language using the example of a heads or tails coin toss application.
Students are introduced to Ozobot and how drawing lines and colour codes can control it. This lesson allows students to experiment with different lines and codes to create a path for Ozobot to follow. This lesson idea was created by Steven Payne.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device. Students are asked to design a course challenge for another user which will result in the Bee-Bot, with a pin attached, reversing into a balloon to pop it. This lesson idea was created by ...
The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.
In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
Wombot is hungry and wants a carrot! With simple code, help Wombot through mazes, and learn to draw lines and shapes with code. In this challenge you'll learn the fundamentals of programming by using instructions to position Wombot on the screen. You'll help Wombot move and turn, and along the way learn to draw lines, patterns ...