F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Use these challenges created by Kylie Docherty, QSITE to provide opportunities for students to learn how to design and follow a series of steps to program Blue-Bot.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
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.
In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.
Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.
Students create their own website to record and present their learning. As part of the process students respectfully and constructively comment on each other’s webpage.
The focus of this activity is to discover if students can use numbers to describe a pattern created with objects. We want to encourage students to record what they know about the pattern in a table and then use this information to help predict future terms and identify the rule or function for the pattern. By recording ...
This activity challenges students to unpack a rule and see if it is being used correctly. Often students will just learn a rule and blindly use it. This task asks students to stop and think and then make corrections to ensure the rule works in all cases (generalise).
In this lesson, students will explore a story by an Aboriginal or Torres Strait Islander author that has a sequence that can be followed. Students will sequence the main elements or steps in the story in their own way and share with peers.
In this lesson, we explore algorithms and how they can be used to provide instructions to play a First Nations Australian instructive game. We also learn about aspects of First Nations cultures.
In this lesson students will be using components of the LilyPad development kit to create a circuit of LED’s that are controlled using a basic Arduino program, written in the Arduino IDE. Starting with a simple sequence of turning a LED on and off, the students can be challenged to choose a piece of music with a steady ...
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 planning resource for Year 7 is for the topic of Algorithms. Students are introduced to the use of algorithms for sorting and classifying. They can use flow charts to do this. Algorithmic thinking is a design process and flow charts are used to show a sequence of steps and/or instructions and require decision making ...
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.
Use blocks to program a micro:bit for sport! Get excited about coding even if you have no experience. You'll use drag-and-drop blocks to write your own programs, and make interactive games and tools to improve your health.
This PDF outlines a way in which students can use micro:bits and magnets to create and program metal detectors.
This is the eleventh in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. It builds on the coding concept of functions. With the addition of parameters, functions allow the programmer to adapt their reusable code’s behaviour, tapping into the Computational ...
This is the third in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming. The series follows on from the Visual to text coding lesson series.
This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.
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.