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Listed under:  Technologies  >  Information and communication technologies  >  Data processing  >  Algorithms
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Space Race Game (Introducing Algorithmic Thinking) - Calculate

Space Race is a simple board game that teachers can use to introduce the concept of algorithmic sequencing to students. The teaching points provided with the game assist teachers to introduce the use of an algorithm (a simple set of mathematical instructions) to describe the trajectory of an object across a grid plane from ...

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See & Say - Calculate

This class warm-up game focuses on practising addition and subtraction strategies and developing algebraic thinking by using a rule applied to a list of numbers.

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Patterns Year 2 - Calculate

The focus of this activity is on patterns and algorithmic thinking. The lesson aims to encourage students to explore problems with limited assistance from the teacher. Although the teacher asks questions and can prompt learning, the students will investigate the problem using their own strategies.

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Computational thinking in practice: parent and teacher cards: years F-2

This set of printable cards describe ways in which computational thinking can be applied when carrying out simple everyday tasks.

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Teaching and supporting project management in the F-6 classroom

This PDF gives educators an overview of what project management is and ideas on how they can implement project management skills in the F-6 classroom.

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Mossman State School

Mossman State School is a government school located in Mossman, Queensland, on the Traditional Lands of the Kuku Yalanji Peoples. Beth Claydon is the curriculum officer who works directly with the school to support the implementation of the Australian Curriculum: Digital Technologies. Teachers at the school have chosen ...

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First to finish

Compare algorithms designed to complete the same task, and evaluate each for efficiency.

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Fairytale fun

Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.

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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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What's the buzz?

In this lesson students use BeeBots and Scratch Junior to synthesize what they know about Bees and are introduced to mapping concepts. This lesson idea was created by Karen Butler.

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Data interpretation: organise data by classifying, grouping and sorting objects

This PDF provides suggestions for organising and classifying discrete items according to different criteria, for example, shape, size, colour and type, and prompts students to identify ways in which school resources have been classified.

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Books for exploring Digital Technologies concepts

This PDF provides a list of suggested books or similar that identify and discuss key concepts, key ideas and related ways of thinking about Digital Technologies.

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Australian Curriculum: Digital Technologies Years F-2 Sample Assessment Task: Digital Systems - Presentation materials

The Digital systems presentation materials to support the assessment task provides a scaffold to teach about and assess students’ understanding of how digital systems can be used to collect data about the school environment. Students are guided to use digital systems such as photo apps on digital devices and online maps ...

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Computational thinking poster

This infographic provides an overview overview of the concepts related to computational thinking.

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Introduction to Ozobot and colour codes

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.

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Bee-Bot ruler

Explore the concept of sequencing steps, using Bee-Bots to measure length.

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Voskoglou & Buckley review: Problem solving and computational thinking

This article explores the relationship between computational and critical thinking as it applies to solving technological problems. Research evidence derived from classroom experiments strongly suggests that using computers to solve problems enhances students’ abilities in solving real-world problems involving mathematical ...

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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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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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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.