F-10 Curriculum (V8)
F-10 Curriculum (V9)
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The teacher assesses the student’s knowledge and skills using the student’s project log, self-reflection and think aloud.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
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.
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.
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.
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 ...
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.
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 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.
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 ...
This is the sixth 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 builds on the previous introduction to arrays (also called lists) and brings in the length property.
During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device. Students are asked to design a course challenge for another user which will result in the Bee-Bot, with a pin attached, reversing into a balloon to pop it. This lesson idea was created by ...
Learn how to code the micro:bit to use the radio! In this DT Mini Challenge, you can create wireless networks to send pictures and messages around the room! You'll start by sending simple messages, but work up to making your own interactive games with your friends! Dive on in and you'll be sending secret messages in no time!
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.
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 about the differences between animals, and how Biologists use programming to help them do science! We'll learn about the features of animals, structural and behavioural adaptation, and how to use these properties in order to identify them. So hop in and learn some science! This course is based on the Year 5 science ...
Students are introduced to Ozobot and how drawing lines and colour codes can control it. This lesson allows students to experiment with different lines and codes to create a path for Ozobot to follow. This lesson idea was created by Steven Payne.
Students are introduced to Sphero and its main features – direction, speed and colour. This lesson allows students to experiment through playing with Sphero and controlling it with the Sphero app. This lesson idea was created by Steven Payne.
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.
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.