F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.
Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.
Students create their own website to record and present their learning. As part of the process students respectfully and constructively comment on each other’s webpage.
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.
In this lesson students will be using components of the LilyPad development kit to create a circuit of LED’s that are controlled using a basic Arduino program, written in the Arduino IDE. Starting with a simple sequence of turning a LED on and off, the students can be challenged to choose a piece of music with a steady ...
Students are introduced to the Bee-Bot as a robotic device. They learn about what the Bee-Bot is, the functions and how the Bee-Bot can be used for specific purposes. They learn how to develop a sequence of steps for the Bee-Bot to follow. This lesson idea was created by Rebecca Vivian.
In this lesson, students act like the inventor of an everyday object that does not yet exist. Students abstract the essential details, and describe what need would be fulfilled by the new object and how, specifically, it functions. They will then translate the description into a format appropriate for modeling the object ...
Use this program to create an interactive chat bot who answers questions as if she is Lady Macbeth. Have students analyze, fill in or change parts of, or use the program to create their own variation and rendition of a character. This program could be used to further your understanding of how you could use Pencil Code in ...
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This curriculum provides a teacher guidebook for implementing lessons, with learning and teaching activities, content, printable worksheets and some assessment lessons.
This unit of work is intended to teach years 9–10 students basic programming, using general purpose programming language.
Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
This lesson sequence allows students to explore design thinking processes to investigate how games are designed, created and played. Students analyse the audience of games, understanding the importance of empathy in the design process. The learning sequence culminates in a showcase: students sharing the games they have ...
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
Play a skip counting game where students program the Bee-Bot to stop at multiples of a set number, eg 2, 4, 5, 10 on a number grid.
Students revise and extend the recall of 10x. They describe and continue patterns created from multiplication, and solve multiplication and division problems.
In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.