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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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Time and duration (calendars): Year 2 – planning tool

This planning resource for Year 2 is for the topic of Time and duration: Calendars. Students identify the date and determine the number of days between events using calendars.

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Angles and parallel lines: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Angles and parallel lines. Students identify corresponding, alternate and co-interior angles on parallel lines crossed by a transversal (a line that intersects two or more parallel lines).

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Use variables: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Use variables. Students students recognise pronumerals and variables in formulas they have been exposed to. They are presented real-life scenarios and explore the relationship between variables using algebraic notation as a representation.

Online

Project Quantum: Online assessment system

Project Quantum helps computing teachers check their students’ understanding, and support their progress, by providing free access to an online multiple-choice assessment system and question bank. To use Project Quantum, you will need to create a free account.

Online

Volume and surface area: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Volume and surface area. Students become familiar with the concepts of volume and surface area. They understand that volume is the amount of space occupied by a three-dimensional (3D) object and is measured in cubic units.

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Addition and subtraction: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Addition and subtraction. Students compare, order and solve problems involving addition and subtraction of integers.

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Blue-Bot challenges

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.

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Analysis of AI applications, drawing on ethical understandings

This lesson plan explores the ethical aspects of artificial intelligence and the implications on our future lives. This lesson was developed by the Digital Technologies Institute in collaboration with the DT Hub.

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Data bias in AI

Artificial intelligence can sometimes be biased to certain shapes or colours. When such AI systems are applied to situations that involve people, then this bias can manifest itself as bias against skin colour or gender. This lesson explores bias in AI, where it comes from and what can be done to prevent it.

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Three little pigs

Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.

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Sphero maze

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 Claudia Szabo.

Online

Off to the movies

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).

Online

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 ...

Online

Programming LED circuit with Arduino IDE

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 ...

Online

Finding the shortest path

In this lesson, students will experiment with different ways of creating a path between two points with algorithm design and generalizing patterns. From the patterns, they will be able to generate an algorithm for efficiently traveling through cities in a region.

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Patterns, rules and graphs

In this lesson, students play games and learn about space and location, the Cartesian plane, pattern recognition and reductive reasoning by playing games and thinking. Students create algebraic equations to describe their strategy. Follow this lesson with Graphs: formulas and variables, though both lessons can be taught ...

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Goldilocks, the Three Bears and BeeBot

Students explore a sequence of steps using Bee-Bots in the context of familiar narratives. They navigate a Bee-Bot to events within the story, first as a whole class and then in small groups. This activity can be integrated with English and the exploration of narratives. This lesson idea was created by Rebecca Vivian.

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Humpback whales: what the data reveals

The lesson follows an inquiry process where students use the dataset to answer relevant questions about the whale population. They consider what other data they would need in order to effectively examine the impact on humpback whales of sonar activity and noise from development.

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Schoolyard biodiversity detectives

Collect data on the biodiversity in garden beds around your school to measure the biodiversity (that is the different types of plants and animals). Explore ways to represent and present data. This lesson was devised by Linda McIver, Australian Data Science Education Institute.