F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This lesson sequence provides step-by-step video tutorials and challenges to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.
In this lesson students use BeeBots and Scratch Junior to synthesize what they know about Bees and are introduced to mapping concepts. This lesson idea was created by Karen Butler.
This lesson sequence offers an approaches to teaching object-oriented principles using text-based programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.
The teacher assesses the student’s knowledge and skills using the student’s project log, self-reflection and think aloud.
Sometimes we write and post things on social media in a hurry. Such posts can hurt people and even make them feel bullied. Wouldn't it be great if an Artificial Intelligence application could check our posts as we write them, and warn us if they were potentially hurtful?
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 revise and extend the recall of 10x. They describe and continue patterns created from multiplication, and solve multiplication and division problems.
In this learning sequence students explore an orchestra and use Makey Makey to make a musical instrument for an ensemble.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
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.
Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.
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 ...
Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
A hands-on activity to practise training and testing an artificial intelligence (AI) model, using cartoon faces, including a discussion about sources of potential algorithmic bias and how to respond to these sources.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
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 ...
The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.
Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.
Prepare for launch with the micro:bit! Set your sights on the stars by making a rocket ship, complete with countdown. You don't need a real micro:bit to participate. Use our full micro:bit simulator to learn, explore what the micro:bit can do! Blast-off in 3, 2, 1! If you have a micro:bit you can use our resources to build ...
This brief lesson provides an introduction to coding MakerBots (mBots) using a block language. It provides introductory information about the robot's sensors, motors and microcontroller so students can control the mBot.