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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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Making maths quizzes 1: Plan and test our programs

In this sequence students plan, create and edit a program that will ask maths questions that are harder or easier depending on user performance.

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Home/school communications

In this lesson sequence, students use big data sets and school surveys, to design (and as an extension activity, make) a new digital communication solution for the school.

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Making maths quizzes 2: Implementing a digital solution

In this sequence students implement a digital solution for a maths quiz. They test and assess how well it works.

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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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Anti-bullying AI

Sometimes we write and post things on social media in a hurry. Such posts can hurt people and even make them feel bullied. Wouldn't it be great if an Artificial Intelligence application could check our posts as we write them, and warn us if they were potentially hurtful?

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Water Water everywhere!

In this lesson, students are presented with the challenging problem of measuring a volume of water using containers that are not the exact measurement size. Students will decompose a complex problem into discrete steps, design an algorithm for solving the problem, and evaluate solution efficiencies and optimization in a ...

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Choose your Ozo adventure

Using Ozobots students use and develop unusual types of data: Redefining “What is data?”. This lesson idea was created by Ben Jucius.

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Visual to text coding: Lesson 12

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 ...

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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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Home automation programming (yrs 5-6)

Investigate home automation systems, including those powered by artificial intelligence (AI) with speech recognition capability. These suggested activities provide a level of differentiation to cater for students’ range of programming skills. They were developed in collaboration with the Digital Technologies Institute.

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Home automation with AI

Home automation is all the rage. You talk to your mobile phone to control the lights, the fan, the air conditioner, or your pool pump. But how does it work? In this lesson, we explore the AI that could power a home automation system.

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Storm survivor: Input, decision-making and loops

Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.

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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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Describing an everyday object

In this lesson, students act like the inventor of an everyday object that does not yet exist. Students abstract the essential details, and describe what need would be fulfilled by the new object and how, specifically, it functions. They will then translate the description into a format appropriate for modeling the object ...

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Automated soil moisture sensor

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.

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Visual to text coding: Lesson 6

This is the sixth 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 builds on the previous introduction to arrays (also called lists) and brings in the length property.

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Ciphering a sentence

A cipher is a message that has been written in such a way (encoded) that it is unreadable by others. In this lesson, students will use mapping to encode a sentence. Students will work with a partner to create an algorithm that describes the encryption process. They will also examine encoded and decoded messages to recognize ...

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Visual to text coding: Lesson 3

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.

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Check out the checkout

This sequence of lessons explores how to incorporate user input, decision-making and loops in programming using the context of a shopping experience, particularly the checkout. It combines data in the form of a barcode and programming choices.