F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
This is the third 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 generate and use random numbers.
Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.
Create a model using snap blocks 1 block high and create a code so someone else can build your model.
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 ...
This is the final in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. See next steps for suggested courses and learning sequences after this lesson. It builds on the coding concept of functions (by introducing the concept of return values. Functions are ...
During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device. Students are asked to design a course challenge for another user which will result in the Bee-Bot, with a pin attached, reversing into a balloon to pop it. This lesson idea was created by ...
Students are introduced to Sphero and its main features – direction, speed and colour. This lesson allows students to experiment through playing with Sphero and controlling it with the Sphero app. This lesson idea was created by Steven Payne.
In this lesson we use the game rock, paper scissors to investigate how an AI can recognise your hand gestures. Firstly students create, train and test their own AI model. They import their AI model into a pre-made JavaScript program to modify the computer program to incorporate game play. The level of game play will depend ...
Create a computer program to learn a traditional Aboriginal or Torres Strait Islander language.
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 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.
In this lesson students will be using components of the LilyPad development kit to create a circuit of LED’s that are controlled using a basic Arduino program, written in the Arduino IDE. Starting with a simple sequence of turning a LED on and off, the students can be challenged to choose a piece of music with a steady ...
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.
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.
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.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
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.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.