F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.
Using OzoBots students move an Ozobot about a map with coordinates. This lesson idea was created by Ben Jucius.
Students are introduced to Ozoblockly and basic programming concepts. Using Ozoblockly, students program Ozobot to follow a path and travel through a maze that they have created. This lesson idea was created by Steven Payne.
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 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 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.
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.
There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.
Students are introduced to Ozobot and how drawing lines and colour codes can control it. This lesson allows students to experiment with different lines and codes to create a path for Ozobot to follow. This lesson idea was created by Steven Payne.
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.
Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
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 ...
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.