CS Unplugged: Programming languages
Use the Marching Orders— Programming Languages offline activity to explore how a computer follows a set of instructions. Support your teaching and learning with video clips and other related resources.
Additional details
| Year band(s) | 1-2, 3-4, 5-6 |
|---|---|
| Format | Web page |
| Core and overarching concepts | Algorithms |
| Australian Curriculum Digital Technologies code(s) |
AC9TDI2P01
Investigate simple problems for known users that can be solved with digital systems
AC9TDI2P02
Follow and describe algorithms involving a sequence of steps, branching (decisions) and iteration (repetition)
AC9TDI4P02
Follow and describe algorithms involving sequencing, comparison operators (branching) and iteration
AC9TDI6P01
Define problems with given or co developed design criteria and by creating user stories
AC9TDI6P02
Design algorithms involving multiple alternatives (branching) and iteration |
| Keywords | Algorithms, Programming, Computational Thinking |
| Organisation | University of Canterbury, New Zealand |
| Copyright | Creative Commons BY-NC-SA 4.0 |
Related resources
-
WS02 - Human robot programming
Use this ACARA worksample to assess how Years 1–2 students follow and describe basic algorithms involving a sequence of steps.
-
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.
-
GenAI readiness and implementation modules
As generative AI (GenAI) becomes an increasingly important tool in education, it's essential for teachers to understand both its potential and its limitations. This two-module offering equips teachers with the knowledge and practical skills to use GenAI tools like Copilot effectively in the classroom. Teachers will enhance their own digital literacy while learning how to guide students in using AI responsibly and thoughtfully. By focusing on teacher readiness and practical classroom strategies, the modules support the development of students who can navigate AI in both classroom and everyday contexts. The modules were developed in collaboration with Microsoft.
-
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.
-
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.
-
Visual programming with Scratch (Years 3-6)
This resource comprises a collection of sample activities that incorporate visual programming (Scratch) into teaching and learning programs.
-
Understanding algorithms and the smiley face biscuit challenge (Years F-2)
Algorithms are a key concept in Digital Technologies. They help us follow, describe and represent a sequence of steps and decisions needed to solve problems.
-
Robots, data and computational thinking (Years 2-4)
This classroom resource comprises four worksheets to accompany a lesson on data and computational thinking. These materials are designed for teachers to use simple line-following robots (Ozobots) to engage students in the computational thinking process and working with data.