F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Discuss emotions as a class, and introduce the idea of artificial intelligence (AI). This lesson can also be used to introduce image classification – a key application of AI. Developed in collaboration with Digital Technologies Institute.
This lesson sequence provides a bridge between visual coding (eg. Scratch) and General Purpose Programming languages (eg. Python or JavaScript). This resource is most suitable if you have never done General Purpose Programming and/or you benefit from slow-paced, step-by-step video tutorials.
For this project, students are introduced to the Arduino microcontroller and Arduino integrated development environment for programming a switch on an air conditioner. This lesson was designed by Cindy Thornton, Flinders Island District High School, Tasmania.
In this lesson students use BeeBots and Scratch Junior to synthesize what they know about Bees and are introduced to mapping concepts. This lesson idea was created by Karen Butler.
In this lesson sequence students summarise data using advanced filtering and grouping techniques, for example pivot tables in spreadsheets and aggregation functions in databases.
This is a simple Boolean (true/false) application where its asks the user’s age - if you are over 15 then you can watch G and M rated movies - if you are under 15, then you can only watch G rated movies. This lesson was designed in collaboration with Jason Vearing QSITE (Gold Coast Chapter).
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 lesson sequence aims to identify strengths and weaknesses of past, present and future methods of data storage and recognise the risks and benefits for users. Students explore specific “data dilemmas”.
In this lesson sequence students create a website that acts as a showcase for a portfolio of their digital work. They learn about flexible design and how to design a site that can be viewed on a browser using any size of screen.
This lesson sequence provides an introduction to the skill of decomposition by having students develop discrete modules which together serve a single need: a maths teacher asks for a program that can be used to demonstrate aspects of maths. This sequence can be used in conjunction with ‘Comparing and selecting appropriate ...
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 sequence, students learn to use pivot tables which have been described as the most powerful tool within spreadsheets.
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.
In this lesson sequence students design, build and evaluate their own database and perform queries and build reports based on that database. Students should have prior experience creating a flat file database.
In this lesson sequence use the ‘Odds and evens’ problem as a springboard. Students construct interactive spreadsheets designed to address particular needs. This lesson also demonstrates an approach to programming known as rapid application development (RAD).
Using four inventions from 1985, this lesson sequence explores the impact of innovation, supporting circumstances, how individuals contribute to change and the importance of addressing benefits as well as risks in the development of new systems.
This lesson sequence is designed to introduce students to data analysis using a spreadsheet such as MS Excel. The project is based on a real world problem and a real data set from a weather balloon launched in Australia earlier this year. The project consists of 5 lessons of variable length, each with a different focus. ...
Play a skip counting game where students program the Bee-Bot to stop at multiples of a set number, eg 2, 4, 5, 10 on a number grid.
This lesson uses data about solar energy installations to investigate data analysis. The dataset shows how many solar systems were installed, in each postcode, from 2001 to 2016. It is a useful way to understand how to explore and characterise datasets as well as to explore the use of data in the media. This lesson was ...
By years 5 and 6 many students may have had some experience with a visual programming language such as Scratch or Blockly that is the basis of the Hour of Code. Sphero will take the screen based control of an image to the next level by introducing a robotic device controlled by a visual programming language. This lesson ...