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Ciphering a sentence

A cipher is a message that has been written in such a way (encoded) that it is unreadable by others. In this lesson, students will use mapping to encode a sentence. Students will work with a partner to create an algorithm that describes the encryption process. They will also examine encoded and decoded messages to recognize ...

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Agreeing to an ICT agreement

Students work together to brainstorm the dangers, problems and pitfalls in using ICT and online spaces. They collaboratively agree upon a set of protocols and rules for using technology, and develop processes and procedures to follow when using ICT.

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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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Creating my own spreadsheet to convert binary to decimal

A spreadsheet can be used to do calculations quickly using formulas. How can we make a spreadsheet that converts a binary number to a decimal number? This lesson provides some guidance and Excel files for student and teacher use.

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Design a quiz - Convicts: crime and punishment

Students design and create a simple game/quiz to demonstrate convict crimes and punishments.

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First to finish

Compare algorithms designed to complete the same task, and evaluate each for efficiency.

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Fairytale fun

Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.

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Learning to loop

Students create algorithms with a condition that tells the computer to repeat a sequence of instructions.

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Plan a 'choose your own adventure' story

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.

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Saltwater crocs: resourceful or a resource?

This lesson focuses on the analysis of a dataset that records scientific data collected about the crocodile population in the Kimberley region during 2015. The lesson follows an inquiry process where students use the dataset to answer relevant questions about the crocodile population. It also provides an opportunity for ...

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Skip-counting with Bee-bots

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.

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About me

Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.

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Coding for GUIs Lesson 2: Controls for input

This is the second 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.

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AI ethics - What's possible, probable and preferred?

The development and ubiquity of Artificial Intelligence raise a number of social and ethical matters that students can explore in the Digital Technologies classroom. This lesson idea outlines a project to help students frame such discussions using the curriculum Key Idea of Creating preferred futures, tying into Critical ...

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Coding for GUIs Lesson 5: GUIfy my program!

This is the fifth 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.

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Note the music

We can program a computer to play music. Conventionally this is done by hard coding, which is the process of coding all possible expected behaviours. Alternatively, we can train an artificial intelligence (AI) computer about what notes go well with others, so it can play a duet with a human musician. Students can make their ...

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Morse code network

This lesson sequence is a hands-on approach to the learning about digital systems for years 7–8.

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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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Fibonacci served three ways

In this lesson sequence students learn to code separate modules that perform discrete functions but collectively meet the needs of the solution. They select the most appropriate algorithm based on the type of problem.

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Check out the checkout

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.