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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 11

This is the eleventh in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. It builds on the coding concept of functions. With the addition of parameters, functions allow the programmer to adapt their reusable code’s behaviour, tapping into the Computational ...

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Coding for GUIs Lesson 3: Timers and triggers

This is the third 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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Visual to text coding: The Basics

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.

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Coding for GUIs Final project: A complete application with GUI

This is the final project 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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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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Anti-bullying AI

Sometimes we write and post things on social media in a hurry. Such posts can hurt people and even make them feel bullied. Wouldn't it be great if an Artificial Intelligence application could check our posts as we write them, and warn us if they were potentially hurtful?

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AI image recognition - exploring limitations and bias

A hands-on activity to practise training and testing an artificial intelligence (AI) model, using cartoon faces, including a discussion about sources of potential algorithmic bias and how to respond to these sources.

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Possible outcomes: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Possible outcomes. Students represent the probability of an event occurring on a scale of zero to one as decimals, fractions or percentages.

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Represent collected data: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Represent collected data. Students expand their knowledge of numerical data displays. Students draw or use digital software, to create their graphs or charts. Give ample opportunities to practise drawing stem-and-leaf plots, especially choosing the correct stems. Then, ...

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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.

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Data compression

Students will learn how the information in a pixel can be manipulated to change the image, and apply a bitmask filter to an image to remove some information and reduce the memory size of the file. Finally, students will modify the filter to find a balance between quality and small file size. Based on the original lessons ...

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Building a virtual tour about Uluru

In this lesson, students create a 360 educational Google Tour about Uluru and the Aboriginal peoples who are the traditional owners of the land.

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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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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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Light up soft toy with LilyPad

This project will explore two ways of controlling the flow of current to a LED using a button and switch. No programming is initially expected in this project, however once students are comfortable with connecting or sewing their circuits and attaching lights, a follow-up project that involves using a pre built Arduino ...

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Graphs: Year 7 – planning tool

This planning resource for Year 7 is for the topic of Graphs. Students are introduced to the four-quadrant Cartesian plane. The format of the coordinates should be explained and demonstrated; coordinates do not have to be an integer value.

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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.

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Creating a wildlife habitat: design

Creating a wildlife habitat can provide a home for a variety of local wildlife from the smallest insects and spiders to birds, reptiles, mammals and frogs. These habitats can provide a sanctuary for species that have been displaced through urbanisation, as built structures replace natural areas. The Vision activity determined ...

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Creating a wildlife habitat: vision

This learning activity is the second part of a sequence of 5 individual learning activities focused on creating a wildlife habitat. The order of these learning activities are: research, vision, design, planting and monitoring and care. OUTCOMES for this learning activity are for children to: create a vision of what their ...