F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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.
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 Claudia Szabo.
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.
Natural language processing is growing in importance. We often converse with automatic chatbots for customer service without even knowing. We also use online translation services or mobile apps. But how do these services work? Is there artificial intelligence (AI) in them? Three projects are offered to cater for student ...
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 ...
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.
In this learning sequence students explore an orchestra and use Makey Makey to make a musical instrument for an ensemble.
Using Ozobots students use and develop unusual types of data: Redefining “What is data?”. This lesson idea was created by Ben Jucius.
In this lesson, students explore how to design and implement a simple Augmented Reality (AR) world to project DNA model using Unity 3D and Vuforia SDK for Unity 3D.
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.
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.
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.
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.
Retell a known nursery rhyme using ScratchJr to create an interactive animation.
This lesson sequence is a hands-on approach to the learning about digital systems for years 7–8.
Students are introduced to Ozoblockly and basic programming concepts. Using Ozoblockly, students program Ozobot to follow a path and travel through a maze that they have created. This lesson idea was created by Steven Payne.
This is the final project 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.
This lesson plan explores the ethical aspects of artificial intelligence and the implications on our future lives. This lesson was developed by the Digital Technologies Institute in collaboration with the DT Hub.
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 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.