Introducing algorithms
In this sequence of lessons, students design a sequence of steps for others to follow. They convey their instructions to peers and evaluate the work of others to determine if the outcome was successful.
Additional details
Year band(s) | 1-2, 3-4 |
---|---|
Content type | Lesson ideas |
Format | Web page |
Core and overarching concepts | Algorithms |
Australian Curriculum Digital Technologies code(s) |
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
AC9TDI4P04
Implement simple algorithms as visual programs involving control structures and input |
Keywords | Algorithms, Sequencing, Counting, Patterns, Inclusive education, disability, disabilities |
Integrated, cross-curriculum, special needs | Inclusive education |
Organisation | ESA |
Copyright | Creative Commons Attribution 4.0, unless otherwise indicated. |
Related resources
-
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.
-
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. Requires free registration.
-
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.
-
Introduction to Micro:bit Project Collection
A collection of projects that can be used as an introduction to using micro:bits.
-
Blue-Bot challenges
Use these challenges created by Kylie Docherty, QSITE to provide opportunities for students to learn how to design and follow a series of steps to program Blue-Bot.
-
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.