F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This is a simple Boolean (true/false) application where its asks the user’s age - if you are over 15 then you can watch G and M rated movies - if you are under 15, then you can only watch G rated movies. This lesson was designed in collaboration with Jason Vearing QSITE (Gold Coast Chapter).
Students work together to brainstorm the dangers, problems and pitfalls in using ICT and online spaces. They collaboratively agree upon a set of protocols and rules for using technology, and develop processes and procedures to follow when using ICT.
This sequence of lessons focuses on what a binary number is, what a decimal number is, why binary numbers are important in digital systems and how to read and understand a binary number.
This lesson sequence focuses on the incremental or Agile approach to development and encourages students to follow the evolution of a temperature conversion tool for a Food Technology teacher. It uses an Excel spreadsheet application as the prototyping tool.
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.
A spreadsheet can be used to do calculations quickly using formulas. How can we make a spreadsheet that converts a binary number to a decimal number? This lesson provides some guidance and Excel files for student and teacher use.
In this lesson sequence students learn to code separate modules that perform discrete functions but collectively meet the needs of the solution. They select the most appropriate algorithm based on the type of problem.
Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
This sequence of lessons explores how to incorporate user input, decision-making and loops in programming using the context of a shopping experience, particularly the checkout. It combines data in the form of a barcode and programming choices.
Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.
This lesson sequence provides an introduction to the skill of decomposition by having students develop discrete modules which together serve a single need: a maths teacher asks for a program that can be used to demonstrate aspects of maths. This sequence can be used in conjunction with ‘Comparing and selecting appropriate ...
This lesson sequence offers an approaches to teaching object-oriented principles using visual programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.
This lesson sequence offers an approaches to teaching object-oriented principles using text-based programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.
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.
Students create algorithms with a condition that tells the computer to repeat a sequence of instructions.
In this lesson sequence use the ‘Odds and evens’ problem as a springboard. Students construct interactive spreadsheets designed to address particular needs. This lesson also demonstrates an approach to programming known as rapid application development (RAD).
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.
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. ...
Using OzoBots students move an Ozobot about a map with coordinates. This lesson idea was created by Ben Jucius.
In this lesson, students design and implement a new user-interface that allows a user to interact with a digital program. This lesson idea was created by Rebecca Vivian.