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Scratch Creative Computing Guide

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.

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Unplugged Activity: Computational Thinking

This video introduces one of code.org's unplugged activities. It discusses a lesson on Computational Thinking, designed to show you how to take a big difficult problem and turn it into several simpler problems. The goal of the lesson is for a group of students to write a set of instructions for another group of students ...

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Heads or tails

In this lesson we show how to transition from a visual based programming language to using a text-based programming language using the example of a heads or tails coin toss application.

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Fun projects with language translation

Natural language processing is growing in importance. We often converse with automatic chatbots for customer service without even knowing. We also use online translation services or mobile apps. But how do these services work? Is there artificial intelligence (AI) in them? Three projects are offered to cater for student ...

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Visual to text coding: Lesson 3

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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Visual to text coding: Index page

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.

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The wizard of Ozo

Using OzoBots students move an Ozobot about a map with coordinates. This lesson idea was created by Ben Jucius.

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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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Visual programming with Scratch: years 3-6

This comprises a collection of sample activities that incorporate visual programming (Scratch) into teaching and learning programs. They show the possibilities Scratch offers for integration. The projects are incomplete and are designed to be used as samples for inspiration or modification by teachers.

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Visual to text coding: Lesson 12

This is the final in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. See next steps for suggested courses and learning sequences after this lesson. It builds on the coding concept of functions (by introducing the concept of return values. Functions are ...

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Visual to text coding: Lesson 10

This is the tenth 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 the coding concept of functions. Functions can help organise code, reduce repetition and more to be explored later.

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Visual to text coding: Lesson 6

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.

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Visual to text coding: Lesson 8

This is the eighth 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 brings together skills from the previous lessons to design and develop a Higher Lower game, where the player tries to guess ...

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Visual to text coding: Lesson 7

This is the seventh 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 iteration (also called loops).

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Visual to text coding: Lesson 5

This is the fifth 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 create and use arrays (also called lists).

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Visual to text coding: Lesson 4

This is the fourth 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 the combining of logical operators and and or for more complex decisions.

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Visual to text coding: Lesson 1

This is the first 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 create variables, get user input and perform maths operations.

Downloadable

DT Challenge - 7/8 Python - Networking with Micro:Bit

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!

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Bee Bot Balloon Pop

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 ...

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Rock, Paper, Scissors AI!

In this lesson we use the game rock, paper scissors to investigate how an AI can recognise your hand gestures. Firstly students create, train and test their own AI model. They import their AI model into a pre-made JavaScript program to modify the computer program to incorporate game play. The level of game play will depend ...