F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This article provides a literature review of how computational thinking fits into a school curriculum. The aim of the report is to provide educators with an overview of the current research in this field and the work that is being done in teaching computational thinking.
This is the final project 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.
In this lesson, students undertake a research project about “space rocks”. They devise a research question to investigate something they would like to know about space rocks and communicate their ideas within an AR or Virtual Reality (VR) experience.
In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
This lesson sequence provides step-by-step video tutorials and challenges to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.
This lesson sequence focuses on the incremental or Agile approach to development and encourages students to follow the evolution of a temperature conversion tool for a Food Technology teacher. It uses an Excel spreadsheet application as the prototyping tool.
Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.
A hands-on activity to practise training and testing an artificial intelligence (AI) model, using cartoon faces, including a discussion about sources of potential algorithmic bias and how to respond to these sources.
In this lesson, students explore how to design and implement a simple Augmented Reality (AR) poster experience using Unity 3D and Vuforia SDK for Unity 3D. This lesson is within the context of a Space-themed example, however, it could be used for other contexts such as Biology, Geography, Art or more.
This is a simple Boolean (true/false) application where its asks the user’s age - if you are over 15 then you can watch G and M rated movies - if you are under 15, then you can only watch G rated movies. This lesson was designed in collaboration with Jason Vearing QSITE (Gold Coast Chapter).
In this lesson students understand design thinking as a process for solving problems creatively. Students explore the design thinking process of empathising and seek to understand more about the users and the problem they are trying to solve. This particular lesson explores reducing litter through the design brief although ...
Use the tasks in this lesson to introduce concepts that underpin artificial intelligence (AI). The majority of the tasks are unplugged (do not require a digital device). Use the downloadable AI cards with your students to explore what they know about AI.
In this lesson, students explore how to design and implement a simple Augmented Reality (AR) world to project DNA model using Unity 3D and Vuforia SDK for Unity 3D.
In this lesson sequence students create a website that acts as a showcase for a portfolio of their digital work. They learn about flexible design and how to design a site that can be viewed on a browser using any size of screen.
This unit of work is intended to teach years 9–10 students basic programming, using general purpose programming language.
Learn how to make interactive webpages and build a surprisingly addictive game! In this DT Challenge, you'll learn the web technologies that form the foundations of the internet. In this course you'll learn the basics of HTML, CSS and JavaScript! You'll build webpages using text and images, and learn how to make them interactive ...
In this lesson, students design and implement a new user-interface that allows a user to interact with a digital program. This lesson idea was created by Rebecca Vivian.
This lesson sequence allows students to explore design thinking processes to investigate how games are designed, created and played. Students analyse the audience of games, understanding the importance of empathy in the design process. The learning sequence culminates in a showcase: students sharing the games they have ...
Learn about the differences between animals, and how biologists use programming to help them do science! We'll learn about the features of animals, and how to use their differences in order to classify them. So hop in and learn some science!
This is the first in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.