F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF outlines Mossman State School's proposal to participate in the Digital Technologies in Focus project.
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.
Explore the concept of sequencing steps, using Bee-Bots to measure length.
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 ...
This is the fifth 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.
This activity allows students to use the visual programming software Lightning Lab to control Sphero to act out the role of a fictional character. This activity uses Charlie and the Chocolate Factory by Roald Dahl as an example. This lesson idea was created by Steven Payne.
Students explore a sequence of steps using Bee-Bots in the context of familiar narratives. They navigate a Bee-Bot to events within the story, first as a whole class and then in small groups. This activity can be integrated with English and the exploration of narratives. 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 ...
In this lesson, students are presented with the challenging problem of measuring a volume of water using containers that are not the exact measurement size. Students will decompose a complex problem into discrete steps, design an algorithm for solving the problem, and evaluate solution efficiencies and optimization in a ...
Use Python to program a micro:bit for sport! Get excited about coding even if you have no experience. You'll use the Python language to write your own programs, and make interactive games and tools to improve your health.
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.
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, ...
This set of printable cards describe ways in which computational thinking can be applied when carrying out simple everyday tasks.
This is the fourth 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 combining of logical operators and and or for more complex decisions.
This planning resource for Year 5 is for the topic of Follow and create algorithms. Students create, follow, and modify algorithms involving a sequence of steps and decisions to experiment with multiplication and division, factors and multiples, and the relationship of these to divisibility. Students use digital tools such ...
This lesson sequence intentionally uses a visual based programming tool to introduce designing and validating algorithms. Those students who complete this task can move to code the result in any text based language with which they are familiar.
This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.
This unit of work is intended to teach years 9–10 students basic programming, using general purpose programming language.