F-10 Curriculum (V8)
F-10 Curriculum (V9)
Tools and resources
Related links
Your search returned 50 results
This is the second 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 make decisions (branching) and identify data types.
Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.
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 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.
In this coding challenge, students learn about programming in JavaScript, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
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 ...
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.
Create a model using snap blocks 1 block high and create a code so someone else can build your model.
Using OzoBots students move an Ozobot about a map with coordinates. This lesson idea was created by Ben Jucius.
Control a turtle and draw amazing pictures with code. In this challenge you'll learn the fundamentals of programming by using instructions to position a turtle on the screen, drawing lines, patterns and shapes in the same way computers draw images. Computers use the input from users and the environment to give us feedback ...
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 ...
This is the seventh 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 iteration (also called loops).
This is the fourth 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 combining of logical operators and and or for more complex decisions.
This series of lessons is to help students to transition from visual coding to text-based coding with a general-purpose programming language. This section provides the basics in order to use the programming environments: Scratch, Python and JavaScript.
Explore geometry through programming, and draw intricate patterns and explosive fireworks! In this challenge, you’ll learn about how computers use angles, parallel lines and geometric transformations to generate the text and images you see on your screen every day. Use what you learn to develop your own fonts, pattern generators ...
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.