Programming platforms can be categorised into two groups: visual programming environments and general-purpose programming languages.
In the Australian Curriculum, students from Years 3–6 are expected to use a visual programming language. Note: It is not a requirement for students in Year 2 or below to use a visual programming language. However, many schools introduce apps such as ScratchJr for those students who are ready.
A visual programming language enables students to sequence commands (displayed as blocks) to create a program. In the Years 5–6 band, for example, students create programs that allow user input, choices/decisions (branching), and use repetition (loops) until particular conditions are met.
In the Australian Curriculum students from Year 7 upwards are expected to use a general-purpose language.
General-purpose languages allow students to solve more complex problems, as they are not restricted by the functionality of visual programming languages. Often referred to as text-based programming languages, these types of programming environments have a particular syntax (the way the code is formatted and understood by the computer). Students need to become familiar with the particular programming language that they are using.
Note: Robots and microcontrollers typically incorporate a programming language that may be block-based or text-based; some may provide both options.
Images credit: © Osmo
Suggested Year Bands: Foundation/ Pre-Primary
Osmo is a physical coding program used with the camera of your iPad. Move the physical blocks in front of the iPad camera to see the moves made in the app.
Suggested Year Bands: Years 3-6
Scratch is a visual programming language made up of drag and drop, blocks which when joined together create algorithms.
Images credit: © ScratchJnr
Suggested Year Bands: Years F-2
ScratchJr is a derivative of the Scratch language, this easy to use drag and drop app is great for younger students.
Images credit: © Jens Mönig and Brian Harvey, and presented by the University of California, Berkeley
Suggested Year Bands: Years 3-6
Snap! is a block based graphical programming language that allows students to create interactives, animations, games etc. Snap! Is browser based, meaning it can be used on any computer (without having to install software). Snap! Also allows students freedom to include their own scripts.
Images credit: OpenClipart-Vectors/Pixabay
Suggested Year Bands: Years 3-8
Tynker is an educational programming platform that can be used for building games, apps interactives, Minecraft mods and can be paired with robots such as WeDo and Sphero. You visually drag blocks of code and snap them together to form scripts. Python, Javascript and HTML/CSS are also available in the Tynker platform.
Images credit: © gethopscotch
Suggested Year Bands: Years 3-6
Hopscotch is a visual programming platform which allows students to make simple programming designs. It’s simple user interface makes it easy for students to drag and drop blocks to
Suggested Year Bands: Years 5-8
Pencil code is a collaborative programming platform used for drawing art, playing music and creating games. The programs are open for everyone to see and copy. It uses coffeescript in drag and drop blocks but can be switched between JavaScript, HTML and CSS.
Images credit: © Makeblock Co. Ltd
Suggested Year Bands: Years 3-8
The mBlock5 is a web based programming software that uses both visual based block language and text language. The platform can be used for coding Makeblock robots, arduino boards and you can create games, stories and animations. It also has Internet of Things and AI functionalities.
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Suggested Year Bands: Years 3-8
The Tickle is a programming app that works with a variety of robots including Dash, Sphero and drones. It uses a block based visual programming and robots can be programmed to interact with each other. It can also be used for creating and coding without a robot using Orca.
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Screen shot(s) reprinted with permission from Apple Inc.
Suggested Year Bands: Years 5-10
The Swift Playgrounds is an Apple created platform for students to learn Swift, an Apple coding language used to develop some of their apps. Students solve real logic problems to understand the basics of this Apple coding language. As students move through lessons they are introduced to more complex problems and coding. It can be connected to robotics such as EV3 and drones.
Images credit: gyathanarts/Pixabay
Suggested Year Bands: Years 5-8
The Looking Glass is a programming platform where students can make their own 3D stories with animations. It uses a drag and drop interface to create narratives. When writing their stories, students use programming constructs
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Images credit: © Python
Suggested Year Bands: Years 7-10
The Python is a modular drone connected through a series of magnetic compartments and is safe for indoor use. The drone can be used as a hovercraft or a hexacopter drone and can be programmed using the MBlock5 graphical language.
Images credit: © repli.it
Suggested Year Bands: Years 7-10
The Repl.it is an instant programming environment for your favorite language such as JavaScript, Python and more.
Images credit: Photo by Émile Perron on Unsplash
Suggested Year Bands: Years 7-10
The W3Schools provides tutorials, references, and examples to learn a range of programming languages including JavaScript and HTML.
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Suggested Year Bands: Years 8-10
The Javascript is an object-oriented computer programming language commonly used to create interactive effects on websites. The vast majority of websites use Javascript to programme how a website behaves.
Images credit: © unity.com
Suggested Year Bands: Years 8-10
The Unity is a cross-platform game engine. It can be used to build 3D and 2D games and use them across mobile, desktop and VR/AR, consoles.