F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This infographic provides an overview overview of the concepts related to computational thinking.
This PDF comprises four worksheets that allow students to observe, investigate, manipulate and program simple line-following robots (Ozobots), engaging in the computational thinking process while working with data.
This video provides an overview of computational thinking and how it can be taught in the context of other learning areas.
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.
This is the second 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 make decisions (branching) and identify data types.
In this lesson, students will experiment with different ways of creating a path between two points with algorithm design and generalizing patterns. From the patterns, they will be able to generate an algorithm for efficiently traveling through cities in a region.
This sequence of lessons integrates game design using scratch and a Makey Makey programming board.
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.
Use this program to create an interactive chat bot who answers questions as if she is Lady Macbeth. Have students analyze, fill in or change parts of, or use the program to create their own variation and rendition of a character. This program could be used to further your understanding of how you could use Pencil Code in ...
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 ...
The teacher assesses the student’s knowledge and skills using the student’s project log, self-reflection and think aloud.
Explore the concept of sequencing steps, using Bee-Bots to measure length.
Use these challenges created by Kylie Docherty, QSITE to provide opportunities for students to learn how to design and follow a series of steps to program Blue-Bot.
Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.
Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.
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.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.
This planning resource for Year 10 is for the topic of Algorithms. Students apply algorithmic thinking to spatial scenarios, drawing upon their knowledge and skills in this area. The value for students is to allow them to mathematically investigate a spatial problem and to design and test an approach to solve the problem. ...
Incorporating 11 tutorial videos and two informative lecture videos, this learning sequence explores natural language processing, a significant application of artificial intelligence. Teachers and students are led through the coding in Python of a chatbot, a conversational program capable of responding in varied ways to ...