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Algorithm Adventures

Technology • 60 • 26 students • Created with AI following Aligned with Australian Curriculum (F-10)

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Technology
60
26 students
30 July 2026

Teaching Instructions

This is lesson 1 of 8 in the unit "Coding Adventures: Game Design". Lesson Title: Introduction to Algorithms Lesson Description: WALT: Understand algorithms. Success Criteria: Define algorithms; create a simple algorithm. Begin with reviewing previous programming knowledge, focusing on algorithms. Students will work through exercises in the Mini Coding Challenge Activity Workbook.

Overview

In this first lesson of “Coding Adventures: Game Design”, students revisit what an algorithm is and use branching and iteration thinking (without coding yet) to create a simple set of game steps. Students work through the Mini Coding Challenge Activity Workbook to practise designing and writing algorithms clearly.

Learning intentions

Students will:

  • define an algorithm as a precise sequence of steps to solve a problem
  • create a simple algorithm for a game scenario
  • identify where choices (branching) and repeated actions (iteration) appear in their algorithm plans

Success criteria

  • I can define an algorithm as a sequence of steps with clear instructions.
  • I can write an algorithm that another person could follow to complete a task.
  • I can include at least one decision point (IF/ELSE) in my algorithm plan.
  • I can include at least one repeated step (repeat UNTIL / repeat a number of times) in my algorithm plan.

Curriculum links

  • Digital Technologies: design algorithms involving multiple alternatives (branching) and iteration - Digital Technologies: implement algorithms as visual programs involving control structures, variables and input — previewing inputs/decisions for the next lessons
  • General capability: communicating thinking using structured step-by-step reasoning and clear logic

Lesson structure (60 minutes)

  1. 0–8 min · Hook and retrieval. Teacher shows the introduction slides and plays a short scenario clip/image sequence of a “game move” with a surprise outcome, then asks: “What steps did the game follow?” Students think-pair-share what a player needs to do first, next, and what changes the next step.

  2. 8–18 min · Mini-teach: What is an algorithm? Teacher uses the introduction slides to model turning a vague idea (“when it’s time, do stuff”) into clear steps (“start game → check score → choose path → repeat until done”). Students record a simple definition in notes: “An algorithm is a set of steps to solve a problem.”

  3. 18–28 min · Branching and iteration as game logic. Teacher returns to the introduction slides to show two examples:

  • branching: “IF distance < 2 km THEN walk ELSE IF distance < 5 km THEN ride ELSE catch bus” (choice affects next step)
  • iteration: “REPEAT mixing UNTIL combined” (same steps happen again) Students practise orally: “What is the decision question?” and “What repeats, and when do we stop?”
  1. 28–45 min · Workbook: Mini Coding Challenge. Teacher distributes the Mini Coding Challenge Activity Workbook and checks understanding of the task: write an algorithm for a simple game action plan that another student could follow. Students complete workbook activities in pairs:
  • Step 1: list steps in order
  • Step 2: add one decision point (branching)
  • Step 3: add one repeated step (iteration) with a clear stop condition
  1. 45–55 min · Share and improve. Teacher uses the introduction slides to prompt a whole-class gallery: “Find one clear step, one decision, and one repeat.” Students rotate through two or three partner algorithms, giving feedback using sentence stems such as: “Your algorithm is clear because…”, “Your IF statement should test…”, “Your repeat should stop when…”

  2. 55–60 min · Plenary check. Teacher displays the final slide on the introduction slides with a quick “teacher check” question: “Circle the step that is the stop condition.” Students answer on a scrap of paper (or in workbook margin) and hold up: clear definition, includes decision, includes repeat.

Resources

  • the introduction slides
  • the Mini Coding Challenge Activity Workbook
  • Student notebooks or workbook space for quick notes
  • Pencils, highlighters (optional)
  • Timer for partner work
  • Board/markers for displaying example IF/ELSE and REPEAT/UNTIL skeletons

Assessment

  • Teacher observation during pair work: are steps sequential and understandable?
  • Check for inclusion of at least one branching decision and one iteration repeat with a stop condition.
  • Plenary quick check: students identify the stop condition step (formative).

Differentiation

  • Support: provide sentence starters on the board (“First… Next… If… Else… Repeat… Until…”) and allow students to use a simple algorithm template in the workbook.
  • Support for students needing extra structure: encourage them to underline decision wording and stop wording before finalising.
  • Extension for advanced learners: challenge students to create two different algorithm versions for the same game outcome and justify which is better for clarity or fewer steps (e.g., “Version A repeats until hit; Version B repeats a fixed number of times and then checks.”).
  • EAL/SEN: pair strategically so students can rehearse aloud; accept oral explanations and then convert to steps with teacher guidance.

Extension (optional)

  • SKIP

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