Classroom ideas: Choose your own adventure (Years 3-6)
In Digital Technologies, students from Year 3 onwards should be planning and implementing projects that include branching (decision-making). Creating a ‘choose your own adventure’ story is an excellent way for students to design and implement a project that makes use of branching.
Additional details
Year band(s) | 3-4, 5-6 |
---|---|
Content type | Lesson ideas |
Format | Document |
Core and overarching concepts | Algorithms, Implementation (programming), Specification (decomposing problems), Impact and interactions, Computational thinking |
Australian Curriculum Digital Technologies code(s) |
AC9TDI4P01
Define problems with given design criteria and by co-creating user stories
AC9TDI4P02
Follow and describe algorithms involving sequencing, comparison operators (branching) and iteration
AC9TDI4P03
Generate, communicate and compare designs
AC9TDI4P04
Implement simple algorithms as visual programs involving control structures and input
AC9TDI4P06
Use the core features of common digital tools to create, locate and communicate content, following agreed conventions
AC9TDI4P07
Use the core features of common digital tools to share content, plan tasks, and collaborate, following agreed behaviours, supported by trusted adults
AC9TDI6P02
Design algorithms involving multiple alternatives (branching) and iteration
AC9TDI6P01
Define problems with given or co developed design criteria and by creating user stories
AC9TDI6P03
Design a user interface for a digital system
AC9TDI6P04
Generate, modify, communicate and evaluate designs
AC9TDI6P05
Implement algorithms as visual programs involving control structures, variables and input
AC9TDI6P07
Select and use appropriate digital tools effectively to create, locate and communicate content, applying common conventions
AC9TDI6P08
Select and use appropriate digital tools effectively to share content online, plan tasks and collaborate on projects, demonstrating agreed behaviours |
Keywords | Data collection, data representation, data interpretation, DTiF, dtif, DTIF, ACARA |
Integrated, cross-curriculum, special needs | Literacy, Digital Literacy |
Organisation | Australian Government Department of Education and Training |
Copyright | Australian Government Department of Education and Training, CC BY 4.0 |
Related resources
-
DIY micro:bit metal detector (Years 5-6)
This activity shows one way to incorporate Digital Technologies into a goldfields unit in an authentic way using a micro:bit.
-
Classroom ideas: Micro:bit Environmental Measurement (visual programming) (Years 5-6)
This tutorial shows the coding needed for digital solutions of some environmental issues that can be created using pseudocode and visual programming.
-
Classroom ideas: Micro:bit Environmental Measurement (visual and general-purpose programming) (Years 5-8)
Investigating environmental data with Micro:bits: This tutorial shows the coding needed for digital solutions of some environmental issues that can be created using pseudocode and visual programming.
-
Computational Thinking Unplugged
This site provides a structured lesson plan with activities designed to promote computational thinking.
-
Makey Makey Projects for Years 4-6
These lesson ideas demonstrate how to combine Makey Makey together with Scratch to create all sorts of interesting solutions with students, as well as teach the basics of circuity, conductive materials and algorithms.
-
Journi online road safety education program
Journi is a free online road safety education program, developed in collaboration with experts in road safety and education to help keep kids safe. Journi is comprised of 4 flexible online modules and a suite of offline educator resources including lesson plans and student activities that align to Version 9 of the Australian Curriculum.
-
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.
-
CAS Barefoot
A broad collection of online resources to support teachers to develop and implement computational thinking, concepts and computer programming.