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AI image recognition - exploring limitations and bias

A hands-on activity to practise training and testing an artificial intelligence (AI) model, using cartoon faces, including a discussion about sources of potential algorithmic bias and how to respond to these sources.

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Morse code network

This lesson sequence is a hands-on approach to the learning about digital systems for years 7–8.

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Physics of video games lesson

In this lesson students build a simple Pong game in Scratch and consider the physics involved in the game play. They then apply their understanding of force and motion to design their own video game concept. The resource includes links to downloadable lesson plan, websites, videos, apps and an assessment rubric. The lesson ...

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Sphero maze

This lesson will explore how to program the Sphero using functions and show the benefits of decomposing the behaviour of the Sphero into functions, instead of writing line by line repeated behaviours. This lesson idea was created by Claudia Szabo.

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Ozobot Maze Challenge

Students are introduced to Ozoblockly and basic programming concepts. Using Ozoblockly, students program Ozobot to follow a path and travel through a maze that they have created. This lesson idea was created by Steven Payne.

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Blue-Bot challenges

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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Design a flag with Pencil Code

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.

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Learning to loop

Students create algorithms with a condition that tells the computer to repeat a sequence of instructions.

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Three little pigs

Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.

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Coding for GUIs Lesson 4: Flipping images

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.

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Visual to text coding: Index page

This lesson sequence provides a bridge between visual coding (eg. Scratch) and General Purpose Programming languages (eg. Python or JavaScript). This resource is most suitable if you have never done General Purpose Programming and/or you benefit from slow-paced, step-by-step video tutorials.

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Heads or tails

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.

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Breaking up can be good

This lesson sequence provides an introduction to the skill of decomposition by having students develop discrete modules which together serve a single need: a maths teacher asks for a program that can be used to demonstrate aspects of maths. This sequence can be used in conjunction with ‘Comparing and selecting appropriate ...

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Scratch Creative Computing Guide

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.

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Weather forecast from the stratosphere

This lesson sequence is designed to introduce students to data analysis using a spreadsheet such as MS Excel. The project is based on a real world problem and a real data set from a weather balloon launched in Australia earlier this year. The project consists of 5 lessons of variable length, each with a different focus. ...

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Programming people

Play a variation of the game ‘Simon Says’ to develop understanding of sequencing and instructions in programming.

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Visualising climate change lesson

In this lesson, students explore different approaches to data representation, with the aim of engaging audiences with scientific data. They explore local temperature and rainfall datasets over time and represent trends in innovative ways. Students learn about different ways to visually represent climate change, looking ...

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Multiplication: 2 digit by 2 digit numbers: video and teaching guide

This video explores multiplicative strategies, methods and models to solve a given worded problem. It uses a scenario of a student helping a sibling to explore and discuss methods for solving the problem: ‘How many months has a 25 year old been alive?’ It shows how prior knowledge is required to know what type of calculation ...

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Collect, sort and compare data: Foundation – planning tool

This planning resource for Foundation is for the topic of Collect, sort and compare data. Students explore foundational ideas for understanding and using data. They learn to collect, sort and compare data while investigating questions related to familiar situations.

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Multiplication and division: Year 2 – planning tool

This planning resource for Year 2 is for the topic of Multiplication and division. Students begin to explore multiplication and realise that it can be represented in many ways.