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Lilypad Personalised Alert Buzzer

In this lesson students will create a personalised musical buzzer by programming the LilyPad Arduino to play a sound using the Main board, Buzzer and Button, coding the note frequency in Arduino IDE. The lesson can be extended to include LED’s that light up or flash according to the note played to enable the buzzer to be ...

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Goldilocks, the Three Bears and BeeBot

Students explore a sequence of steps using Bee-Bots in the context of familiar narratives. They navigate a Bee-Bot to events within the story, first as a whole class and then in small groups. This activity can be integrated with English and the exploration of narratives. This lesson idea was created by Rebecca Vivian.

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Getting to know Bee-Bot

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.

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AI ethics - What's possible, probable and preferred?

The development and ubiquity of Artificial Intelligence raise a number of social and ethical matters that students can explore in the Digital Technologies classroom. This lesson idea outlines a project to help students frame such discussions using the curriculum Key Idea of Creating preferred futures, tying into Critical ...

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Visual to text coding: Lesson 8

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 ...

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Visual to text coding: Lesson 4

This is the fourth 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 the combining of logical operators and and or for more complex decisions.

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Visual to text coding: Lesson 2

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.

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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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Habits of a Systems Thinker

This lesson introduces some of the skills and concepts involved with Systems Thinking. Students are introduced to a number of Habits of a System Thinker, positive and negative feedback loops and the concept of supra- and subsystems.

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How can AI recognise what it sees?

This lesson is an introduction to the way in which a computer sees. It focuses on image recognition that involves feature extraction, object detection and classification. This lesson was developed in collaboration with Dr Karsten Schulz, Digital Technologies Institute.

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Anti-bullying AI

Sometimes we write and post things on social media in a hurry. Such posts can hurt people and even make them feel bullied. Wouldn't it be great if an Artificial Intelligence application could check our posts as we write them, and warn us if they were potentially hurtful?

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Project Quantum: Online assessment system

Project Quantum helps computing teachers check their students’ understanding, and support their progress, by providing free access to an online multiple-choice assessment system and question bank. To use Project Quantum, you will need to create a free account.

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Creating a Biology AR poster using Unity

In this lesson, students explore how to design and implement a simple Augmented Reality (AR) world to project DNA model using Unity 3D and Vuforia SDK for Unity 3D.

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COVID 19 Demystified course

At the end of this course, learners should be able to better understand the science and numbers behindCOVID-19 and the SARS-CoV-2 virus that causes it. They should be able to discuss the pandemic with confidence, giving substantiated viewpoints on matters such as public policy with a willingness to accept other viewpoints. ...

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Introduction to binary - catering for vision impaired students

This sequence of lessons focuses on what a binary number is, what a decimal number is, why binary numbers are important in digital systems and how to read and understand a binary number.

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Describing an everyday object

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 ...

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Design and deliver

In this lesson sequence students create a website that acts as a showcase for a portfolio of their digital work. They learn about flexible design and how to design a site that can be viewed on a browser using any size of screen.

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Check out the checkout

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.

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Cross age making a robot

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.

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Behaving with real class – Using a visual language

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.