Lesson 10

Learning Intention

To understand how devices input and output data.

Lesson Information

Think about a device you might use at school or home. Brainstorm as many different input and output devices it may have.

Draw a table as shown below. Categorise the components as being ‘input’ and ‘output’ and explain how it sends or receives data. Try and come up with at least 5-6 components.

ComputerInputOutput
KeyboardSend information to the computer when you press the keys.  The screen will then display the letter or number. 
Screen/monitor Displays all the information that has been sent to it by input devices.

Reflection

Can you think of a device that inputs and outputs data in the one component?  Click the link: https://tinyurl.com/Yr6T4W1

I’d love to see to see your work! Please take a photo and email to: mziino@hillsmeade.vic.edu.au


Lesson 9

Learning Intention

To recognise when a function could help simplify a program.

Lesson Information

Using Google Chrome or Safari go to www.code.org. (Internet Explorer does not work well with code.org)

Class Codes:

6B: JRXTSG

6E: GMJPXP

6A & 6D: You are welcome to sign in and continue the activities from last semester in Code.org if you wish! 🙂

For individual sign in information, check the DigiTech Learning Task section on Compass.

Watch week 2 video to see how to sign in to Code.org

You must sign in with your class code to complete these tasks.

Lesson 17: Functions with Artist

In this lesson you will use functions with the Artist to create decorative images.  You will create them and modify them as you work your way through the puzzles.  As the pictures get more complicated, you will learn to use nesting functions (where one function is inside another function).

A function is a little like the chorus of a song. It is labelled and used throughout at different times.

Reflection

What are some differences between loops and functions?


Lesson 8

Learning Intention

To complete a DigiTech Learning Task.

Lesson Information

DigiTech Learning Task

  • Click on the link to complete the DigiTech questions.
  • Have a go at each question, they are all about your DigTech learning in Term 3.
  • https://tinyurl.com/yr6DTwkLT

Lesson 7

Learning Intention

To recognise when a function could help simplify a program. To use pre-determined functions to complete commonly repeated tasks.

Lesson Information

Using Google Chrome or Safari go to www.code.org. (Internet Explorer does not work well with code.org)

Class Codes:

6B: JRXTSG

6E: GMJPXP

6A & 6D: You are welcome to sign in and continue the activities from last semester in Code.org if you wish! 

For individual sign in information, check the DigiTech Learning Task section on Compass.

Watch week 2 video to see how to sign in to Code.org

You must sign in with your class code to complete these tasks.

Lesson 16: Functions with Harvester

In this lesson you will use functions to harvest crops in Harvester. You will use functions by combining them with while loops and if/else statements.

Reflection

How do while loops and if/else statements help your program?


Lesson 6

Learning Intention

To explore functions in a sequence of code.

Lesson Information

Using google chrome or safari go to www.code.org. (Internet Explorer does not work well with code.org)

Class Codes:

6B: JRXTSG

6E: GMJPXP

6A & 6D: You are welcome to sign in and continue the activities from last semester in Code.org if you wish! 

For individual sign in information, check the DigiTech Learning Task section on Compass.

Watch week 2 video to see how to sign in to Code.org

You must sign in with your class code to complete these tasks.

Lesson 15: Functions in Minecraft 

This lesson introduces functions within a Minecraft game.  Functions are a named group of programming instructions.  To complete these tasks, you will need to organise sequences of code for the agent to follow, AND use your keyboard arrows to help move your characters.

IMPORTANT:

Remember to look to see where you can use your ‘REPEAT’ block instead of repeating the same blocks in your code.

Reflection

Click on this link to complete the Week 6 reflection. https://tinyurl.com/year6DTweek6


Lesson 5

Learning Intention

To explore conditionals within code.

Lesson Information

Using Google Chrome or Safari go to www.code.org. (Internet Explorer does not work well with code.org)

Class Codes:

6B: JRXTSG

6E: GMJPXP

6A & 6D: You are welcome to sign in and continue the activities from last semester in Code.org if you wish! J

For individual sign in information, check the DigiTech Learning Task section on Compass.

Watch week 2 video to see how to sign in to Code.org

Lesson 4: Conditionals with the Farmer

This lesson introduces while loops and if/else statements.

Remember the example from last week if we program a robot to walk along a path. 

When the path ends (eg it gets to a wall), it would then need to sit down. How would you get the robot to respond if it came to a wall or a chair?  Look at the example below:

while there is a path ahead
    walk forward
    if there is a chair, step over it
sit down

Vocabulary

  • Condition: A statement that a program checks to see if it is true or false. If true, an action is taken. Otherwise, the action is ignored.
  • Conditionals: Statements that only run under certain conditions.
  • While Loop: A loop that continues to repeat while a condition is true.

Reflection

Can you think of any other games that might use while loops and if/else conditionals within their code? Give examples of how they’ve been used.


Lesson 4

Learning Intention

To review our understanding of conditionals in coding.

Lesson Information

Using Google Chrome or Safari go to www.code.org. (Internet Explorer does not work well with code.org)

Class Codes:

6B: JRXTSG

6E: GMJPXP

6A & 6D: You are welcome to sign in and continue the activities from last semester in Code.org if you wish! J

Watch week 2 video to see how to sign in to Code.org

For individual sign in information, check the DigiTech Learning Task section on Compass.

Lesson 3: Conditionals in Minecraft:

In these sets of tasks you will have a chance to practise ideas that you have learned already, as well as getting a sneak peek at conditionals!

Vocabulary

  • Condition: A statement that a program checks to see if it is true of false. If true, an action is taken. Otherwise, the action is ignored.
  • Conditional: Statements that only run under certain conditions.

Think about how you would program a robot to walk along a path. When the path ends (eg it gets to a wall), it would then need to sit down. How would you get the robot to respond if it came to a wall or a chair? Look at the example below.

while there is a path ahead
    walk forward
    if there is a chair, step over it
sit down

Reflection

Can you think of any other games that might use conditionals or variables within their code? Give examples of how they’ve been used.


Lesson 3

Learning Intention

To create an image using loops within a code.

Lesson Information

Using Google Chrome or Safari go to www.code.org. (Internet Explorer does not work well with code.org)

Class Codes:

6B: JRXTSG

6E: GMJPXP

6A & 5D: You are welcome to sign in and continue the activities from last semester in Code.org if you wish! 

Watch week 2 video to see how to sign in to Code.org

For individual sign in information, check the DigiTech Learning Task section on Compass.

Lesson 3: Programming and Loops with Artist

In these sets of tasks you will make your own drawing designs using a small number of blocks and digital stickers.  You may need to use the repeat block to create loops in your code.

Remember to take your time and go through your code one step at a time.

Reflection

How can you determine which commands that should be used in a loop from those that should not?


Lesson 2

Learning Intention

To order a set of instructions (algorithm) correctly for a character to follow.

Lesson Information

Using Google Chrome or Safari go to www.code.org. (Internet Explorer does not work well with code.org)

Lesson 1: Sequencing in the Maze

Have a go at completing the activities.

Reflection

Which activity was your favourite?


Lesson 1

Learning Intention

To understand strategies to practise Cyber Safety.

Lesson Information

PC/Laptop

Using a PC/laptop and Internet Explorer (requires Flash), visit:

http://portal.ccgs.nsw.edu.au/curriculum/budde/primary/index.html#

Have a go at creating your own ‘Budd:e’ robot by completing various cyber safety activities.

iPad

Using an iPad, visit:

Open Safari: www.thinkuknow.co.uk   Click on the 8-10? box.

The Think U Know Cyber Café is a virtual world game where you have to help the characters make the right choices when using email, texting, instant messaging, surfing the web, talking in a chat room, and creating an online personal space.

After you have completed the PC/Laptop and/or iPad task:

  • Write a short role play with characters demonstrating how to make the right cybersmart choices.How do they resolve the problems they might face using the internet?

Reflection

What are 5 TOP things you think we need to remember to be cybersafe?

If you would like to share your work, I’d love to see it! 🙂 Please email to: mziino@hillsmeade.vic.edu.au