F-10 Curriculum (V8)
F-10 Curriculum (V9)
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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.
Use the slide sorter function to arrange a set of presentation slides in correct sequence to retell a fairytale.
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.
Retell the story of the Three Little pigs using a light sensing robot such as Ozobot.
Let's make our own devices with the Arduino! We'll take a deep dive into building devices from the ground up, and you'll see how all pieces of technology are built! Learn how to create a temperature monitor, or a musical instrument, or make an automatic torch! Jump right in and let's make some noise!
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.
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 JavaScript, including data representation, decomposition, design, branching, iteration, functions, variables, animations, tracing and evaluation.
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 ...
Command an alien space fleet to save your home planet from global catastrophe. Build a fleet of drone ships using advanced top-secret technologies. On your journey to Earth, slingshot around a black hole and mine for valuable resources. Your mission is to outsmart Earth’s Global Defense System in your quest for precious ...
This is the first 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 create variables, get user input and perform maths operations.
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.
This lesson provides an opportunity to incorporate representation of data using a relevant context being studied in the classroom. Students represent an object using a line drawing, focusing on the features of the object that enable it to be easily recognised. Students experiment with creating representations using an AI ...
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.
This 12 page guide explains how to set up a micro:bit as a mini seismometer that will detect shaking, and how to collect and display the data. The guide also includes classroom-ready activities on how to introduce and explore vibrations and earthquake monitoring.
In this lesson sequence students learn to code separate modules that perform discrete functions but collectively meet the needs of the solution. They select the most appropriate algorithm based on the type of problem.
This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.
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. ...