Algorithms for First Nations Australian games
In this lesson, we explore algorithms and how they can be used to provide instructions to play a First Nations Australian instructive game. We also learn about aspects of First Nations cultures. This lesson sequence was developed in collaboration with Aboriginal and Torres Strait Islander Mathematics Alliance (ATSIMA).
Additional details
Year band(s) | 3-4 |
---|---|
Content type | Lesson ideas |
Format | Web page |
Core and overarching concepts | Algorithms |
Australian Curriculum Digital Technologies code(s) |
AC9TDI4P02
Follow and describe algorithms involving sequencing, comparison operators (branching) and iteration
AC9TDI4K03
Recognise different types of data and explore how the same data can be represented differently depending on the purpose |
Keywords | branching, decisions, sequences |
Integrated, cross-curriculum, special needs | Aboriginal and Torres Strait Islander Histories and Cultures |
Organisation | ESA |
Copyright | Creative Commons Attribution 4.0, unless otherwise indicated. |
Related resources
-
Bee Bot Balloon Pop
During this lesson, students will be required to consider the functions of the Bee-Bot and how a user can interact with this device.
-
Computing at School: Resources
Browse the curriculum resources which are tried and classroom tested resources submitted by primary teachers to support Computing for early to middle primary school.
-
Water Water everywhere!
In this lesson, students are presented with the challenging problem of measuring a volume of water using containers that are not the exact measurement size.
-
Automated soil moisture sensor
The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices.
-
Take a LEGO building challenge
In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.
-
Plan a 'choose your own adventure' story
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.
-
Hello Ruby
This website provides excellent resources for teaching computational thinking and an assortment of pre-programming ideas. The play section has fun activities to learn about computer programming.
-
Have fun with flowcharts
Create a flowchart to represent a sequence of (branching) steps and decisions needed to solve a mathematical problem.