F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Students are introduced to Ozobot and how drawing lines and colour codes can control it. This lesson allows students to experiment with different lines and codes to create a path for Ozobot to follow. This lesson idea was created by Steven Payne.
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.
Students are introduced to the Bee-Bot as a robotic device. They learn about what the Bee-Bot is, the functions and how the Bee-Bot can be used for specific purposes. They learn how to develop a sequence of steps for the Bee-Bot to follow. This lesson idea was created by Rebecca Vivian.
Using Ozobots students use and develop unusual types of data: Redefining “What is data?”. This lesson idea was created by Ben Jucius.
In this activity, students learn about digital systems and how a circuit works using the Makey Makey toolkit. They sort conductive and nonconductive items into groups using an experimental approach. This lesson idea was created by Rebecca Vivian.
In this lesson students understand design thinking as a process for solving problems creatively. Students explore the design thinking process of empathising and seek to understand more about the users and the problem they are trying to solve. This particular lesson explores reducing litter through the design brief although ...
Students explore the design thinking process of ideation and reflect on different ways we can generate ideas in order to solve a problem with a design brief. This particular lesson explores healthy eating through the design brief although the activities can be used to ideate any design.
Students engage in a photo rip up activity to emphasize the permanency of online information, they explore factor trees, doubling and line graphs through the lens of sharing information, and they collaboratively develop a set of protocols around sharing information online.
In this video we look at the ways AI is making decisions that can affect your daily life. Discover some AI applications that are designed to make our lives easier. See how a machine can be considered smart as it performs human-like behaviours such as recognising speech, text, images and being able to reason. This is the ...
This curriculum provides a teacher guidebook for implementing lessons, with learning and teaching activities, content, printable worksheets and some assessment lessons.
This unit of work is intended to teach years 9–10 students basic programming, using general purpose programming language.
In this learning sequence students explore an orchestra and use Makey Makey to make a musical instrument for an ensemble.
Students are given a bitmap image made up of coloured pixels. They explain how the image is made up of binary digits that represent each pixel. Students represent 8 colours using binary digits. Teachers assess the student’s demonstrated knowledge/skills using the checklist provided.
Design your own Australian flag by firstly examining common elements of flags, creating a step by step process (algorithm) to program your design after exploring a ‘block-based’ turtle drawing program such as Pencil Code.
Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
Students create algorithms with a condition that tells the computer to repeat a sequence of instructions.
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 ...
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.