F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
Write programs to solve problems with code and create word games! In this DT Challenge, you'll learn how to play Mad Libs, Questions, Taboo, and Word Chain, and even write your very own Pirate Chatbot! Can you fool your friends into thinking they're talking to a real person? Learn how to create a series of word games with ...
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 ...
Learn how to program a BBC micro:bit using Python — no experience required. Learn the basics of programming in Python with our full BBC micro:bit simulator. Create a Smart Garden device to monitor the health of your plants, measuring temperature and wiring up a simple soil moisture sensor.
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 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 series of lessons is to help students to transition from visual coding to text-based coding with a general-purpose programming language. This section provides the basics in order to use the programming environments: Scratch, Python and JavaScript.
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.
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 teacher assesses the student’s knowledge and skills using the student’s project log, self-reflection and think aloud.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
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 create a storyboard to plan a ‘choose your own adventure' story, where the reader is provided with a number of decisions that lead to alternative endings.
This sequence of lessons explores how to incorporate user input, decision-making and loops in programming using the context of a shopping experience, particularly the checkout. It combines data in the form of a barcode and programming choices.
By years 5 and 6 many students may have had some experience with a visual programming language such as Scratch or Blockly that is the basis of the Hour of Code. Sphero will take the screen based control of an image to the next level by introducing a robotic device controlled by a visual programming language. This lesson ...
Students are introduced to Sphero and its main features – direction, speed and colour. This lesson allows students to experiment through playing with Sphero and controlling it with the Sphero app. This lesson idea was created by Steven Payne.
This is the sixth 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 builds on the previous introduction to arrays (also called lists) and brings in the length property.
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).