
Technology • 45 • 4 students • Created with AI following Aligned with Australian Curriculum (F-10)
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This is lesson 8 of 18 in the unit "Innovate or Invent: Year 3-4". Lesson Title: Coding and Algorithms Lesson Description: Introduce basic coding concepts. Use a simple coding platform to explain algorithmic thinking relevant to innovative solutions.
Lesson 8 of 18 in Innovate or Invent: Year 3–4. Students learn that an algorithm is a clear, ordered set of instructions, then create and test a short program using a block-based coding platform. The lesson follows a low-variance routine: explain, model, practise, test and reflect.
Students will:
0–5 minutes – Settle, display the goal and hook Open with the introduction and hook slides. State: “Today we are learning to give a computer instructions in the right order.” Ask: “What might happen if a robot receives instructions in the wrong order?” Students briefly share or point to a response. Show the visual timetable: listen, model, make, test, share.
5–12 minutes – Teach the key ideas Use the coding concepts slides to introduce algorithm, command, sequence, event and repeat. Model a familiar algorithm, such as packing a school bag, and deliberately swap two steps. Students identify the error. Explain that computers follow instructions exactly and do not guess what we mean.
12–18 minutes – Teacher model: predict before running Project the coding platform and use the worked-example slides. Build a short program in which a character moves, makes a sound or says a message when the start event occurs. Before running it, ask students to predict what will happen. Add one repeat block and model changing one command to improve the result.
18–30 minutes – Guided programming challenge Give the four students roles: driver, navigator, checker and encourager; rotate roles halfway through. Distribute the algorithm planning and testing sheet. Students work in pairs, or as one group if only one device is available, to create a program for one challenge: guide a character to a goal, greet a user, or show one step in an innovative solution. Require at least four ordered commands, one event and one repeat or change.
30–37 minutes – Test and debug Return to the testing and debugging slides. Students run their program, compare the result with their plan and record one success and one change on the worksheet. Prompt with: “What did you expect?”, “What happened?”, and “Which block could you change?” Students make at least one improvement and test again.
37–42 minutes – Share and compare Each pair or the group demonstrates its program. Use the share-and-discuss slides to structure feedback: “I noticed…”, “The algorithm worked because…”, and “A next improvement could be…”. Emphasise that debugging is a normal part of designing a digital solution.
42–45 minutes – Review and exit response Use the plenary slide. Students complete the final section of the worksheet or verbally answer: “An algorithm is…”, “One command I used was…”, and “I improved my program by…”. Revisit the learning intention and celebrate careful testing, not just a finished animation.
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