F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Using OzoBots students move an Ozobot about a map with coordinates. This lesson idea was created by Ben Jucius.
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.
Students explore a sequence of steps using Bee-Bots in the context of familiar narratives. They navigate a Bee-Bot to events within the story, first as a whole class and then in small groups. This activity can be integrated with English and the exploration of narratives. This lesson idea was created by Rebecca Vivian.
In this activity, students learn about digital systems and how a circuit works using the Makey Makey toolkit. They sort conductive and nonconductive items into groups using an experimental approach. This lesson idea was created by Rebecca Vivian.
In this lesson we use the game rock, paper scissors to investigate how an AI can recognise your hand gestures. Firstly students create, train and test their own AI model. They import their AI model into a pre-made JavaScript program to modify the computer program to incorporate game play. The level of game play will depend ...
In this lesson, students will experiment with different ways of creating a path between two points with algorithm design and generalizing patterns. From the patterns, they will be able to generate an algorithm for efficiently traveling through cities in a region.
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.
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.
There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.
This curriculum provides a teacher guidebook for implementing lessons, with learning and teaching activities, content, printable worksheets and some assessment lessons.
Students are introduced to the Bee-Bot as a robotic device. They learn about what the Bee-Bot is, the functions and how the Bee-Bot can be used for specific purposes. They learn how to develop a sequence of steps for the Bee-Bot to follow. This lesson idea was created by Rebecca Vivian.
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 ...
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.
Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.
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 ...
Students use a visual programming language to create a game or quiz to help members of a community prepare for a severe weather event.
Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.
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.
In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.
Retell a known nursery rhyme using ScratchJr to create an interactive animation.