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Computational thinking poster

This infographic provides an overview overview of the concepts related to computational thinking.

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Exploring digital systems unplugged: networks: years 5-6

This PDF provides activities in which students identify features of digital systems, and create models to demonstrate their operations. Students are encouraged to demonstrate their understanding of Domain Name Servers (DNS), routing, and transmission control and internet protocols (TCP/IP).

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ACARA sample assessment task: years 9-10

This resource provides strategies for assessing students' ability to interpret, process, analyse and represent data using spreadsheets, pivot tables, plotting data and scripting activities. A link to a data set from a koala hospital provides extensive data for students to use. The resource includes maps, graphs and charts, ...

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Collecting data about litter in the community: years 3-4

This PDF provides activities for collecting, analysing and representing data about litter in the local community. It prompts students to consider the implications of rubbish in the local environment, and suggests actions students can take in order to reduce litter.

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Mossman State School

Mossman State School is a government school located in Mossman, Queensland, on the Traditional Lands of the Kuku Yalanji Peoples. Beth Claydon is the curriculum officer who works directly with the school to support the implementation of the Australian Curriculum: Digital Technologies. Teachers at the school have chosen ...

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Australian Curriculum: Digital Technologies Years 7-8 Sample Assessment Task: Digital Systems - Student activity guide

The Years 7-8 assessment task focuses on digital systems (integrating Digital Technologies and Science). The digital systems assessment task activity guide can teach and assess students’ understanding of how digital systems can be used to monitor the classroom learning environment. Students will learn how to create environmental ...

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Follow and create algorithms: Year 3 – planning tool

This planning resource for Year 3 is for the topic of Follow and create algorithms. Students create and follow algorithms involving a short sequence of steps to generate number patterns. They use digital tools such as spreadsheets and calculators to explore algorithms with larger sets of numbers. Students identify any patterns ...

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Coding for GUIs Lesson 4: Flipping images

This is the fourth in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming. The series follows on from the Visual to text coding lesson series.

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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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Visual to text coding: Lesson 10

This is the tenth 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 the coding concept of functions. Functions can help organise code, reduce repetition and more to be explored later.

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Visual to text coding: Lesson 7

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).

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Visual to text coding: Lesson 9

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 ...

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Can an AI recognise what you are drawing

This lesson provides an opportunity to incorporate representation of data using a relevant context being studied in the classroom. Students represent an object using a line drawing, focusing on the features of the object that enable it to be easily recognised. Students experiment with creating representations using an AI ...

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Home automation: General purpose programming

Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities for year levels 7-8 are designed for students using general purpose programming languages JavaScript and Python, with similar content to the visual coding lesson Home ...

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Note the music

We can program a computer to play music. Conventionally this is done by hard coding, which is the process of coding all possible expected behaviours. Alternatively, we can train an artificial intelligence (AI) computer about what notes go well with others, so it can play a duet with a human musician. Students can make their ...

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Visual to text coding: Index page

This lesson sequence provides a bridge between visual coding (eg. Scratch) and General Purpose Programming languages (eg. Python or JavaScript). This resource is most suitable if you have never done General Purpose Programming and/or you benefit from slow-paced, step-by-step video tutorials.

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Heads or tails

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.

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Bee-Bot ruler

Explore the concept of sequencing steps, using Bee-Bots to measure length.

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Scratch Creative Computing Guide

There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.

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Have fun with flowcharts

Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.