F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
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.
Create a model using snap blocks 1 block high and create a code so someone else can build your model.
This is the first 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 create variables, get user input and perform maths operations.
In this challenge students use the BBC micro:bit as an embedded system to create different pieces of a virtual pet game. Students in the process learn about the micro:bit’s features and can think about how to make their own version of a virtual pet game, or even an entirely new project. Discover how embedded hardware (micro:bit) ...
Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.
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.
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.
Learn about the differences between animals, and how biologists use programming to help them do science! We'll learn about the features of animals, and how to use their differences in order to classify them. So hop in and learn some science!
Learn how to program a BBC micro:bit using Python — no experience required. Learn the basics of programming in Python with our full BBC micro:bit simulator. Create a Smart Garden device to monitor the health of your plants, measuring temperature and wiring up a simple soil moisture sensor.
Control a turtle and draw amazing pictures with code. In this challenge you'll learn the fundamentals of programming by using instructions to position a turtle on the screen, drawing lines, patterns and shapes in the same way computers draw images. Computers use the input from users and the environment to give us feedback ...
Wombot is hungry and wants a carrot! With simple code, help Wombot through mazes, and learn to draw lines and shapes with code. In this challenge you'll learn the fundamentals of programming by using instructions to position Wombot on the screen. You'll help Wombot move and turn, and along the way learn to draw lines, patterns ...
This lesson sequence offers an approaches to teaching object-oriented principles using visual programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.
This lesson will explore how to program the Sphero using functions and show the benefits of decomposing the behaviour of the Sphero into functions, instead of writing line by line repeated behaviours. This lesson idea was created by Celia Coffa.
This is the seventh 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 iteration (also called loops).
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.
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.
In this lesson we use the game rock, paper scissors to investigate how an AI can recognise your hand gestures. Firstly students create, train and test their own AI model. They import their AI model into a pre-made JavaScript program to modify the computer program to incorporate game play. The level of game play will depend ...