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Use rules and algorithms: Year 6 – planning tool

This planning resource for Year 6 is for the topic of Use rules and algorithms. Students generate and investigate patterns using concrete materials, geometric shapes, calculators and spreadsheets. Some examples are growing patterns using dots, cubes or sticks; systematically exploring dividing by 9 or multiplying by 11 ...

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Odd and even: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Odd and even. Students investigate the properties of odd and even numbers. They learn to identify and explain patterns that emerge when odd and even numbers are used in computation problems.

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Algorithms: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Algorithms. Students are introduced to the use of algorithms for sorting and classifying. They can use flow charts to do this. Algorithmic thinking is a design process and flow charts are used to show a sequence of steps and/or instructions and require decision making ...

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Sphero young inventors

In this lesson students will explore the use of Sphero in the everyday world by adding accessories to invent solutions to workplace or other problems or simply by inventing an adaptation to the device. In each case, they are to build the accessory and create the code required for the device to serve a particular purpose. ...

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Ozobot Maze Challenge

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.

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Bee Bot Balloon Pop

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 ...

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Describing an everyday object

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 ...

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Game design

This sequence of lessons integrates game design using scratch and a Makey Makey programming board.

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Pencil code program: Chaos game

The ‘chaos game’ is a way to see how patterns can result from certain random events. Use this program to run the chaos game, randomly moving the turtle to create a pattern. Have students analyse or fill in or change parts of the pencil code program.

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Design a flag with Pencil Code

Design your own Australian flag by firstly examining common elements of flags, creating a step by step process (algorithm) to program your design after exploring a ‘block-based’ turtle drawing program such as Pencil Code.

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Snap block models

Create a model using snap blocks 1 block high and create a code so someone else can build your model.

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Storm survivor: Input, decision-making and loops

Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.

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Three little pigs

Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.

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Time to rhyme

Retell a known nursery rhyme using ScratchJr to create an interactive animation.

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About me

Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.

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Home automation with AI

Home automation is all the rage. You talk to your mobile phone to control the lights, the fan, the air conditioner, or your pool pump. But how does it work? In this lesson, we explore the AI that could power a home automation system.

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Beautiful biomes

In this lesson students learn the features of the five main biomes, and use ClassVR headsets and CoSpaces to design and create a virtual biome to explore. They research and identify the features of a biome and then create their own virtual environment. The resource explores the human impacts on biodiversity and explore ...

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Follow and create algorithms: Year 4 – planning tool

This planning resource for Year 4 is for the topic of Follow and create algorithms. Students create and follow algorithms involving a sequence of steps and decisions to generate number patterns involving addition or multiplication. They analyse the patterns generated and describe and explain them.

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Algorithms: Year 9 – planning tool

This planning resource for Year 9 is for the topic of Algorithms. Students draw upon their knowledge of congruency, transformations and ratios of right-angled triangles and apply creativity, critical thinking and reasoning skills to a sequenced geometric problem. For example, students may design a flow chart to prove the ...

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Fibonacci served three ways

In this lesson sequence students learn to code separate modules that perform discrete functions but collectively meet the needs of the solution. They select the most appropriate algorithm based on the type of problem.