F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This is the third 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 how to generate and use random numbers.
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.
Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.
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.
In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.
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.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
This is the eighth 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 brings together skills from the previous lessons to design and develop a Higher Lower game, where the player tries to guess ...
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.
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.
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.
Using OzoBots students move an Ozobot about a map with coordinates. This lesson idea was created by Ben Jucius.
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 ...
In this activity, students learn about digital systems and how a circuit works using the Makey Makey toolkit. They sort conductive and nonconductive items into groups using an experimental approach. This lesson idea was created by Rebecca Vivian.
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.
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.
Use blocks to program a micro:bit for sport! Get excited about coding even if you have no experience. You'll use drag-and-drop blocks to write your own programs, and make interactive games and tools to improve your health.