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Beautiful biomes

In this lesson students learn the features of the five main biomes, and use ClassVR headsets and CoSpaces to design and create a virtual biome to explore. They research and identify the features of a biome and then create their own virtual environment. The resource explores the human impacts on biodiversity and explore ...

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Computational thinking poster

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

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Tutorial: Scratch

This tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language that uses graphic elements rather than just text to translate logic. The tutorial is designed for educators who are learning to use Scratch.

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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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Sphero slalom lesson

In this lesson students explore slalom sports and how competitors maximise speed when completing a course. Students research different slalom sports and then share their findings with the class. Students investigate the impact of distance and friction on time to complete a course through digital and unplugged activities. ...

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Follow and create algorithms: Year 5 – planning tool

This planning resource for Year 5 is for the topic of Follow and create algorithms. Students create, follow, and modify algorithms involving a sequence of steps and decisions to experiment with multiplication and division, factors and multiples, and the relationship of these to divisibility. Students use digital tools such ...

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Coding a sentimental chatbot in Python

Incorporating 11 tutorial videos and two informative lecture videos, this learning sequence explores natural language processing, a significant application of artificial intelligence. Teachers and students are led through the coding in Python of a chatbot, a conversational program capable of responding in varied ways to ...

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Visual to text coding: Lesson 8

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 ...

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Visual to text coding: Lesson 9

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 ...

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Can an AI recognise what you are drawing

This lesson provides an opportunity to incorporate representation of data using a relevant context being studied in the classroom. Students represent an object using a line drawing, focusing on the features of the object that enable it to be easily recognised. Students experiment with creating representations using an AI ...

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Book analysis with AI techniques

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 ...

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Visual to text coding: Lesson 10

This is the tenth 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 coding concept of functions. Functions can help organise code, reduce repetition and more to be explored later.

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Coding for GUIs Lesson 5: GUIfy my program!

This is the fifth 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.

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Can a computer recognise your sentiment?

This lesson plan enables students to explore how Natural Language Processing (NLP), a subset of Artificial Intelligence (AI), is used to assess and categorise a user’s online comments. (AI is the ability of machines to mimic human capabilities in a way that we would consider 'smart'.)

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Behaving with real class – Using a visual language

This lesson sequence offers an approaches to teaching object-oriented principles using visual programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.

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Sphero and the chocolate factory

This activity allows students to use the visual programming software Lightning Lab to control Sphero to act out the role of a fictional character. This activity uses Charlie and the Chocolate Factory by Roald Dahl as an example. This lesson idea was created by Steven Payne.

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Coding for GUIs Lesson 3: Timers and triggers

This is the third 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.

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Home automation: General purpose programming

Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities for year levels 7-8 are designed for students using general purpose programming languages JavaScript and Python, with similar content to the visual coding lesson Home ...

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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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Sphero Invent a Game

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.