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Basic ball control with Sphero

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.

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Can AI guess your emotion?

Discuss emotions as a class, and introduce the idea of artificial intelligence (AI). This lesson can also be used to introduce image classification – a key application of AI. Developed in collaboration with Digital Technologies Institute.

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Cross age making a robot

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.

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Spelling bee

Write a set of instructions that program a Bee-Bot to move to letters to spell out a word on an alphabet grid.

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Blue-Bot challenges

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.

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Three little pigs

Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.

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Programming people

Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.

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Living world – Stage 1

In this lesson sequence, students focus on the observable features of living things and their environment. Students follow and represent sequences of steps and decisions (algorithms) to solve problems.

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Algorithms: storytelling sequence

In this lesson, students will explore a story by an Aboriginal or Torres Strait Islander author that has a sequence that can be followed. Students will sequence the main elements or steps in the story in their own way and share with peers.