F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Make your Sprite jump, move, say something or change costume.
Snowmen? Spooky Halloween ghosts? The Easter bilby? What images come to mind when you think of Holidays? Get some ideas for your Scratch Holiday Card
There are all sorts of sounds you could add to your Scratch project. Give your project that extra 'oomph' by adding sounds.
Make your project come alive by adding a backdrop - anything from a stage to a snow scene or, just draw your own.
Tell your Sprite where to go - get your Sprite to move in all different directions - left, right, up, down
Record and add your own background sound to your project or choose the sounds from the library like a rattle, a ripple or a pop!
You don't want a silent Sprite! Get your Sprite to talk by using the 'say' block.
So, you have your new project in Scratch - now it's time to add a Sprite!
Want to make your own games? Scratch is a programming language, created by MIT, that makes it easy to create interactive art, stories, simulations, and games. Explore your ideas and share your creations online.
This is a unit for Year 4 from the Scope and sequence resources from the DT Hub. The topic of digital systems is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students explore inputs and outputs using a circuit board, electronic kit ...
This is a unit for Year 3 from the Scope and sequence resources from the DT Hub. The topic of digital systems is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students identify, sort and classify peripheral devices and use specific peripheral ...
This is a unit for Year 3 from the Scope and sequence resources from the DT Hub. The topic of managing a project and communicating online is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students manage a project and follow the problem ...
In this sequence of lessons students explore different types of peripherals used every day in order to identify the data transmitted. A peripheral is an auxiliary device such as a computer mouse or keyboard that connects to and works with a device in some way.