F-10 Curriculum (V8)
F-10 Curriculum (V9)
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This PDF uses colour coding to provide a line of sight between key concepts, content descriptions and achievement standards in the Digital Technologies subject in the Australian Curriculum.
Dr Michelle Ellis gives a demonstration of the Edith Cowan University Makerspace visual and general-purpose programming environment. She also shows a range of materials to support the implementation of the Australian Curriculum: Digital Technologies. This includes teaching resources and lesson plans.
This PDF demonstrates how using concepts derived from age-appropriate content, combined with multiple points of entry to and exit from a shopping-related task might remove barriers to learning. Students engage in purposeful and authentic open-ended explorations that require critical and creative thinking and incorporate ...
The Years 9-10 assessment task focuses on digital systems (integrating Digital Technologies and Science). The digital systems activity guide provides a scaffold to teach about and assess students’ understanding of how digital systems can be used to monitor the school environment. Students learn how to create environmental ...
This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.
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.
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.
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. ...
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 Celia Coffa.
In this lesson, students act like the inventor of an everyday object that does not yet exist. Students abstract the essential details, and describe what need would be fulfilled by the new object and how, specifically, it functions. They will then translate the description into a format appropriate for modeling the object ...
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.
Students design and create a simple game/quiz to demonstrate convict crimes and punishments.
Compare algorithms designed to complete the same task, and evaluate each for efficiency.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
Students create algorithms with a condition that tells the computer to repeat a sequence of instructions.
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.
Play a skip counting game where students program the Bee-Bot to stop at multiples of a set number, eg 2, 4, 5, 10 on a number grid.
Order images to show a sequence of personal events or milestones such as birth, first tooth, beginning to crawl.
This is the fifth 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.