F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this lesson students explore slalom sports and how competitors maximise speed when completing a course. Students research different slalom sports and then share their findings with the class. Students investigate the impact of distance and friction on time to complete a course through digital and unplugged activities. ...
This planning resource for Year 4 is for the topic of Odd and even. Students investigate the properties of odd and even numbers. They learn to identify and explain patterns that emerge when odd and even numbers are used in computation problems.
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 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.
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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.
Students revise and extend the recall of 10x. They describe and continue patterns created from multiplication, and solve multiplication and division problems.
Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
Create a model using snap blocks 1 block high and create a code so someone else can build your model.
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!
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 ...
As a general purpose programming language, python has a number of libraries that can be used for different purposes. PyGame is a free and open source python library that makes it easier to make multimedia applications like games.
In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
Use Python to program a micro:bit for sport! Get excited about coding even if you have no experience. You'll use the Python language to write your own programs, and make interactive games and tools to improve your health.
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 ...
Learn how to program a BBC micro:bit using Blockly. No experience required. Learn the basics of programming in Blockly with our full BBC micro:bit simulator.
Learn how to use the Turtle in Blockly to draw and create with code. You'll draw a satellite piece by piece, building up your coding skills and learning advanced programming concepts like loops and functions.
The focus of this activity is on patterns and algorithmic thinking. The lesson aims to encourage students to explore problems with limited assistance from the teacher. Although the teacher asks questions and can prompt learning, the students will investigate the problem using their own strategies.
This 12 page guide explains how to set up a micro:bit as a mini seismometer that will detect shaking, and how to collect and display the data. The guide also includes classroom-ready activities on how to introduce and explore vibrations and earthquake monitoring.