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Listed under:  Arts  >  Design
Listed under:  Technologies  >  Design
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Whimsical Whirligigs

This activity invites students to design and make Whimsical Whirligigs, kinetic contraptions that can be powered by wind, crank, or motor. Students can create wind-powered paper creatures or machines with moving parts. A The activity includes a list of tools and materials required, assembly instructions, inspiration and ...

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Home automation: General purpose programming

Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities for year levels 7-8 are designed for students using general purpose programming languages JavaScript and Python, with similar content to the visual coding lesson Home ...

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Design Thinking Process - Empathising

In this lesson students understand design thinking as a process for solving problems creatively. Students explore the design thinking process of empathising and seek to understand more about the users and the problem they are trying to solve. This particular lesson explores reducing litter through the design brief although ...

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Check out the checkout

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.

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Sphero Invent a Game

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.

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Creating a Biology AR poster using Unity

In this lesson, students explore how to design and implement a simple Augmented Reality (AR) world to project DNA model using Unity 3D and Vuforia SDK for Unity 3D.

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Paper Circuits

This activity invites students to use copper tape and surface-mount LEDs to make creative circuits on a flat surface, like a piece of paper. Students can make light-up greeting cards or create three-dimensional pop-up paper sculpture that have working lights in them. The activity includes a list of tools and materials required, ...

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Seven seasons

In this lesson sequence students investigate the CSIRO indigenous seasons calendars and produce a searchable database that will capture data using two data sources.

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Cranky Contraptions

This activity invites students to make Cranky Contraptions, kinetic sculptures that animate a character or scene when a handle is turned. These automata are powered by a simple crank slider mechanism which provides the basic motion. Everyday materials around can be repurposed into these contraptions. The activity includes ...

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Home automation programming (yrs 5-6)

Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities provide a level of differentiation to cater for students’ range of programming skills. They were developed in collaboration with the Digital Technologies Institute.

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Coding for GUIs Lesson 1: Structure, style and function

This is the first in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.

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Learning environments

This sequence of lessons explores how conditions in the environment can impact on learning. Through investigating the environmental influences on our classroom, and learning environments such as light, noise and temperature, students collect data and identify the optimal learning environment.

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Take a LEGO building challenge

In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.

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Computing turns 60

This is a collection of eight articles that mark the 60th anniversary of the first computer in an Australian university. The series covers topics from the history of computing, its role in studying global health or species conservation, and how computers can help understand the brain.

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Activity: energy saving devices

This is a web resource about the symbols used on appliances and devices to indicate energy saving and energy rating. It provides a teacher guide and a student activity that prompts the student to carry out internet searches for images using the search terms 'energy saving' and 'energy rating' and to compare the results ...