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Scratch Creative Computing Guide

There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.

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When I post something online how permanent is it?

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.

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Coding a sentimental chatbot in Python

Incorporating 11 tutorial videos and two informative lecture videos, this learning sequence explores natural language processing, a significant application of artificial intelligence. Teachers and students are led through the coding in Python of a chatbot, a conversational program capable of responding in varied ways to ...

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Visual to text coding: Lesson 8

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 ...

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Visual to text coding: Lesson 9

This is the ninth 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 explores creating powerful programs for managing and analysing data, by combining the previous skills of using loops and working ...

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Book analysis with AI techniques

This learning sequence explores text analysis through Natural Language Processing, a significant application of Artificial Intelligence. Teachers and students are led through a series of video tutorials to develop a Python program that can break down and analyse the content of a complete text and use smart sentiment analysis ...

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Visual to text coding: Lesson 10

This is the tenth 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 the coding concept of functions. Functions can help organise code, reduce repetition and more to be explored later.

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Habits of a Systems Thinker

This lesson introduces some of the skills and concepts involved with Systems Thinking. Students are introduced to a number of Habits of a System Thinker, positive and negative feedback loops and the concept of supra- and subsystems.

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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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Weather forecast from the stratosphere

This lesson sequence is designed to introduce students to data analysis using a spreadsheet such as MS Excel. The project is based on a real world problem and a real data set from a weather balloon launched in Australia earlier this year. The project consists of 5 lessons of variable length, each with a different focus. ...

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Sphero and the chocolate factory

This activity allows students to use the visual programming software Lightning Lab to control Sphero to act out the role of a fictional character. This activity uses Charlie and the Chocolate Factory by Roald Dahl as an example. This lesson idea was created by Steven Payne.

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Coding for GUIs Lesson 1: Structure, style and function

This is the first in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.

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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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Home automation: General purpose programming

Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities for year levels 7-8 are designed for students using general purpose programming languages JavaScript and Python, with similar content to the visual coding lesson Home ...

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Sphero Invent a Game

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 Celia Coffa.

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Coding for GUIs (JavaScript edition): Index page

This lesson sequence provides step-by-step video tutorials and challenges to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.

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Visual to text coding: Lesson 6

This is the sixth 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 builds on the previous introduction to arrays (also called lists) and brings in the length property.

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Hot Bots

For this project, students are introduced to the Arduino microcontroller and Arduino integrated development environment for programming a switch on an air conditioner. This lesson was designed by Cindy Thornton, Flinders Island District High School, Tasmania.

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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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Create a board game that uses an Ozobot

Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.