F-10 Curriculum (V8)
F-10 Curriculum (V9)
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Retell a known nursery rhyme using ScratchJr to create an interactive animation.
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.
Students create a storyboard to plan a ‘choose your own adventure' story, where the reader is provided with a number of decisions that lead to alternative endings.
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.
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 ...
Learn about the differences between animals, and how Biologists use programming to help them do science! We'll learn about the features of animals, structural and behavioural adaptation, and how to use these properties in order to identify them. So hop in and learn some science! This course is based on the Year 5 science ...
In this coding challenge, students learn about programming in Blockly, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
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 ...
This lesson will help students develop a basic understanding of computer programming structures by using block language Scratch. It will also introduce student to using Python with the Makey Makey electronic input device to create a game controller.
This planning resource for Year 4 is for the topic of Follow and create algorithms. Students create and follow algorithms involving a sequence of steps and decisions to generate number patterns involving addition or multiplication. They analyse the patterns generated and describe and explain them.
Browse assessment resources.
This lesson sequence provides step-by-step video tutorials and challenges to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming. It follows on from the Visual To Text Coding lesson series.
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.
Use this program to create an interactive chat bot who answers questions as if she is Lady Macbeth. Have students analyze, fill in or change parts of, or use the program to create their own variation and rendition of a character. This program could be used to further your understanding of how you could use Pencil Code in ...
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.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
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.
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.
This sequence of lessons integrates game design using scratch and a Makey Makey programming board.