F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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.
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 second 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 make decisions (branching) and identify data types.
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.
Students are introduced to Sphero and its main features – direction, speed and colour. This lesson allows students to experiment through playing with Sphero and controlling it with the Sphero app. This lesson idea was created by Steven Payne.
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.
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. Create a Smart Garden device to monitor the health of your plants, measuring temperature and wiring up a simple soil moisture sensor.
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 ...
In this challenge students use the BBC micro:bit as an embedded system to create different pieces of a virtual pet game. Students in the process learn about the micro:bit’s features and can think about how to make their own version of a virtual pet game, or even an entirely new project. Discover how embedded hardware (micro:bit) ...
In this coding challenge, students learn about programming in JavaScript, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
Learn how to program a BBC micro:bit using Python — no experience required. Learn the basics of programming in Python with our full BBC micro:bit simulator. Create a Smart Garden device to monitor the health of your plants, measuring temperature and wiring up a simple soil moisture sensor.
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 ...
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.
In this lesson we show how to transition from a visual based programming language to using a text-based programming language using the example of a heads or tails coin toss application.
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.
During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device. Students are asked to design a course challenge for another user which will result in the Bee-Bot, with a pin attached, reversing into a balloon to pop it. This lesson idea was created by ...
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.