F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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 ...
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).
In this lesson, students undertake a research project about “space rocks”. They devise a research question to investigate something they would like to know about space rocks and communicate their ideas within an AR or Virtual Reality (VR) experience.
This sequence of lessons integrates game design using scratch and a Makey Makey programming board.
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.
The ‘chaos game’ is a way to see how patterns can result from certain random events. Use this program to run the chaos game, randomly moving the turtle to create a pattern. Have students analyse or fill in or change parts of the pencil code program.
Use this program to create an interactive chat bot who answers questions as if she is Lady Macbeth. Have students analyze, fill in or change parts of, or use the program to create their own variation and rendition of a character. This program could be used to further your understanding of how you could use Pencil Code in ...
The lesson follows an inquiry process in which students use a dataset to answer relevant questions about the turtle population. They consider how to analyse and display the data in order to effectively examine the impact of rising global temperatures on flatback turtle populations.
Use this video to discuss how Artificial Intelligence (AI) has the potential to be a transformative technology much like introduction of the car, 100 years ago. We also showcase some innovative Australian applications. This is the fourth video in a series. The first three in the series are Introduction to AI & machine ...
Browse assessment resources.
This lesson focuses on the AI systems that recommend content in various applications that students use on a day-to-day basis. It draws on students’ ethical understandings during analysis of these systems. This lesson was developed by the Digital Technologies Institute in collaboration with the Digital Technologies Hub.
This is the fourth 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.
In this learning sequence students explore an orchestra and use Makey Makey to make a musical instrument for an ensemble.
Explore the concept of sequencing steps, using Bee-Bots to measure length.
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.
The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.
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.
This lesson sequence allows students to explore design thinking processes to investigate how games are designed, created and played. Students analyse the audience of games, understanding the importance of empathy in the design process. The learning sequence culminates in a showcase: students sharing the games they have ...
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.
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.