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Digital Technologies Curriculum L3-4 Digital Solutions
- Define simple problems, and describe and follow a sequence of steps and decisions involving branching and user input (algorithms) needed to solve them.
- Develop simple solutions as visual programs.
- Explain how student-developed solutions and existing information systems meet common personal, school or community needs.
- Investigate Intel Galileo board: students program the Galileo to play hot cross buns. See: student sample work.
- Guiding Each Other: this lesson plan has been developed to teach students about algorithms and following instructions. It includes using if/then statements and develops an understanding of how these are used in programming.
- Hector’s World: an age appropriate animation with fun and engaging characters that explores digital safety. Children observe the characters as they explore how to stay safe online. Teachers can find full lesson plans on the website to help scaffold class discussions and follow up activities.
- Graph Paper Programming: in this lesson students program one another to draw pictures and will begin to understand the concepts of programming. Code.org
- Unplugged Activity: Graph Paper Programming.
- Conditionals with Cards: students learn about algorithms and conditional statements in this lesson. They will define circumstances when certain parts of programs should run and when they should not and determine whether a conditional is met based on criteria.
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