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Visual to text coding: Lesson 7

This is the seventh 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 iteration (also called loops).

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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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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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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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Design a flag with Pencil Code

Design your own Australian flag by firstly examining common elements of flags, creating a step by step process (algorithm) to program your design after exploring a ‘block-based’ turtle drawing program such as Pencil Code.

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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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My digital portfolio

Students create their own website to record and present their learning. As part of the process students respectfully and constructively comment on each other’s webpage.

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DT Challenge - 5/6 Blockly - Sport Micro:Bit

Use blocks to program a micro:bit for sport! Get excited about coding even if you have no experience. You'll use drag-and-drop blocks to write your own programs, and make interactive games and tools to improve your health.

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DT Challenge - 5/6 Blockly - Turtle

Control a turtle and draw amazing pictures with code. In this challenge you'll learn the fundamentals of programming by using instructions to position a turtle on the screen, drawing lines, patterns and shapes in the same way computers draw images. Computers use the input from users and the environment to give us feedback ...

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DT Challenge - 5/6 Blockly - Intro to Micro:Bit

Learn how to program a BBC micro:bit using Blockly. No experience required. Learn the basics of programming in Blockly with our full BBC micro:bit simulator.

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digIT Robotics workbook

This brief lesson provides an introduction to coding MakerBots (mBots) using a block language. It provides introductory information about the robot's sensors, motors and microcontroller so students can control the mBot.

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Sphero: Catch me if you can

By years 5 and 6 many students may have had some experience with a visual programming language such as Scratch or Blockly that is the basis of the Hour of Code. Sphero will take the screen based control of an image to the next level by introducing a robotic device controlled by a visual programming language. This lesson ...

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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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What makes a good game?

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 ...

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Visual to text coding: Lesson 11

This is the eleventh in a series of lessons to transition from visual coding to text-based coding with a General Purpose Programming language. It builds on the coding concept of functions. With the addition of parameters, functions allow the programmer to adapt their reusable code’s behaviour, tapping into the Computational ...

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Visual to text coding: Lesson 5

This is the fifth 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 create and use arrays (also called lists).

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DT Challenge - 5/6 Blockly - Space Invaders

In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.

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DT Challenge - 5/6 Blockly - Chatbot

Write programs to solve problems with code and create word games! In this DT Challenge, you'll learn how to play Mad Libs, Questions, Taboo, and Word Chain, and even write your very own Pirate Chatbot! Can you fool your friends into thinking they're talking to a real person? Learn how to create a series of word games with ...

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DT Challenge - 5/6 Blockly - Satellite

Learn how to use the Turtle in Blockly to draw and create with code. You'll draw a satellite piece by piece, building up your coding skills and learning advanced programming concepts like loops and functions.

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Patterns & Algebra Year 6 - Frogs Lesson - Calculate

This activity is designed to encourage students to engage with a problem, before they overthink it. Too often in class we begin with what is familiar to students and gradually increase the challenge. This problem begins with a challenge and encourages students to work backwards to solve a simpler problem, before applying ...