F-10 Curriculum (V8)
F-10 Curriculum (V9)
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In this lesson students use BeeBots and Scratch Junior to synthesize what they know about Bees and are introduced to mapping concepts. This lesson idea was created by Karen Butler.
In this project, students build their own augmented reality (AR) artwork using free digital tools with Artivive. Students can augment an existing artwork or design their own. This new technology allows artists to create new dimensions of art by linking classical with digital art.
In this lesson, students explore our Solar System in Augmented Reality (AR). Students start by exploring a set of AR flashcards that present the Sun and Planets in our Solar System and then go on to use the Metaverse App to create their own AR solar system experience based on research.
This lesson sequence is a hands-on approach to the learning about digital systems for years 7–8.
Explore the concept of sequencing steps, using Bee-Bots to measure length.
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.
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.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
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.
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
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 ...
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.
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.
This lesson uses data about solar energy installations to investigate data analysis. The dataset shows how many solar systems were installed, in each postcode, from 2001 to 2016. It is a useful way to understand how to explore and characterise datasets as well as to explore the use of data in the media. This lesson was ...
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.
The number of eggs a female turtle lays in her lifetime influences the health of that species population. In this lesson we look at modelling data related to the number of eggs a female turtle lays in her lifetime, using real scientific data. Explore ways to model, interpret, represent and present data, creating an infographic ...
Retell a known nursery rhyme using ScratchJr to create an interactive animation.