F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Decrypt the ancient cipher box used by Julius Caesar over 2,000 years ago! By shifting the alphabet or replacing one letter for another further down the alphabetical sequence, you can crack a coded message. The secret to a cipher is one special piece of shared information, known as a key. This shared key is required for ...
This is a unit for Year 4 from the Scope and sequence resources from the DT Hub. The topic of programming is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students develop an understanding of computer programming as a series of instructions.
This is a unit for Year 3 from the Scope and sequence resources from the DT Hub. The topic of managing a project and communicating online is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students manage a project and follow the problem ...
Learn programming skills by snapping together programming blocks. Make characters walk, jump, dance and sing. Add your own voice or modify your own characters and make your own interactive story. Free when reviewed on 12/5/2015.
This is a unit for Year 3 from the Scope and sequence resources from the DT Hub. The topic of algorithms and programming is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students follow the problem solving process to design and create ...
This learning object is designed around a series of videos with Lisa Shanahan, author, and Emma Quay, illustrator, including a reading experience of their collaborative work, Bear and Chook by the Sea. Taken as a whole, this sequence of lessons is a Stage 1 unit of work that results in students working in pairs to produce ...
This resource is a web page containing a sample flow chart. The flow chart shows multiple pathways depending on the answer to questions identified as a decision (diamond shape). A printable resource is also available to support the task. This resource is an activity from the NRICH website.
In this sequence students plan, create and edit a program that will ask maths questions that are harder or easier depending on user performance.
In this sequence students implement a digital solution for a maths quiz. They test and assess how well it works.
This learning sequence Buzzing with Bee-Bots can be used to develop foundation skills in computational thinking and to develop an awareness of personal experiences using digital technologies. Students follow and describe a series of steps to program a floor robot. They plan a route to program a robot to follow a path and ...
Learn programming skills by animating characters in the puzzle levels. Use your new programming skills to create interactions between characters in the 'toy box' area. Free when reviewed on 12/5/2015.
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.
In this sequence of lessons, students design a sequence of steps for others to follow. They convey their instructions to peers and evaluate the work of others to determine if the outcome was successful.
This infographic provides an overview overview of the concepts related to computational thinking.
This PDF provides suggestions for teaching digital systems to students in years F-2. The resource includes useful links to websites that provide information about digital systems as well as relevant teaching and learning material.
This tutorial shows ways in which environmental factors such as lighting and temperature can be measured and improved using micro:bits and sensor boards, and programmed using pseudocode, visual programming and general-purpose programming.
This PDF provides suggestions for teaching digital systems in the classroom. The resource includes useful links to websites that provide information about digital systems as well as relevant teaching and learning material.
This PDF provides suggestions for introducing students to algorithms by sequencing words, images and actions.
This PDF provides a sequence of activities that allow students to view and create planning templates and algorithms when making 'Choose Your Own Adventure' stories. Older students can use the visual programming language Scratch to build their stories.