F-10 Curriculum (V8)
F-10 Curriculum (V9)
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The Years 7-8 assessment task focuses on digital systems (integrating Digital Technologies and Science). The digital systems assessment task activity guide can teach and assess students’ understanding of how digital systems can be used to monitor the classroom learning environment. Students will learn how to create environmental ...
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. ...
This series of lessons is to help students to transition from visual coding to text-based coding with a general-purpose programming language. This section provides the basics in order to use the programming environments: Scratch, Python and JavaScript.
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.
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 ...
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.
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 ...
This is the fourth 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.
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 ...
This PDF provides a sequence of activities in which students create algorithms to measure the time taken for a vehicle to travel from a starting line to a finish line. Students connect micro:bits and laser receiver sensors to measure time, then create programs to undertake the timing using visual and general-purpose programming.
The teacher assesses the student’s knowledge and skills using the student’s project log, self-reflection and think aloud.
In this learning sequence students explore an orchestra and use Makey Makey to make a musical instrument for an ensemble.
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 ...
Use these challenges created by Kylie Docherty, QSITE to provide opportunities for students to learn how to design and follow a series of steps to program Blue-Bot.
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This lesson sequence offers an approaches to teaching object-oriented principles using text-based programming. It attempts to address the problem that many of programming languages are too complex and their environments confusing for many students.
This video provides an introduction to the ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.
Learn how to code the micro:bit to use the radio! In this DT Mini Challenge, you can create wireless networks to send pictures and messages around the room! You'll start by sending simple messages, but work up to making your own interactive games with your friends! Dive on in and you'll be sending secret messages in no time!
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.
In this lesson students will explore the use of Sphero in the everyday world by adding accessories to invent solutions to workplace or other problems or simply by inventing an adaptation to the device. In each case, they are to build the accessory and create the code required for the device to serve a particular purpose. ...