
Technology • 51 • 25 students • Created with AI following Aligned with Australian Curriculum (F-10)
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create a lesson plan using BBC Micro:bits
Students work in pairs to design, program and test a BBC micro:bit reaction-time game. They apply a design process by identifying a need, planning an algorithm, using inputs and outputs, testing a solution and suggesting an improvement.
Students will:
0–5 min · Hook and challenge. Open with the reaction-game hook and challenge question and demonstrate a micro:bit showing a countdown before displaying a symbol. Students predict how the device could know when a player presses a button and discuss what would make the game fair.
5–12 min · Teach the system. Use the input–process–output teaching slides to model the sequence: the micro:bit waits, detects an input, processes the event and displays an output. Introduce key terms—input, output, event, condition, variable, algorithm and test—and show a simple flowchart. Students identify the input, process and output in the demonstration.
12–17 min · Plan in pairs. Distribute the micro:bit game design worksheet and revisit the planning instructions and success criteria. Each pair chooses roles such as programmer and tester, sketches a reaction game, writes the steps in order and predicts one possible problem. Students must include a start signal, a button input and a visible result.
17–35 min · Build and test. Display the MakeCode build sequence while pairs use one BBC micro:bit and a suitable computer or tablet to create their game. Students build the simplest working version first, download or transfer it safely, test it several times and record observations on the worksheet. The teacher circulates, asking: “What is the event?”, “What happens if the button is pressed at the wrong time?” and “How will you know the program worked?”
35–43 min · Improve through testing. Show the debugging prompts and fair-testing slide. Pairs swap devices or demonstrate to another pair, who follows the instructions and gives one strength and one suggestion. Students make one purposeful improvement, such as adding a countdown, changing the display, preventing an early press from counting or recording a score.
43–48 min · Share and evaluate. Use the share-back prompts to invite three or four pairs to demonstrate. Students explain their algorithm, identify the input and output, and describe the change they made after testing. The class compares which design was easiest to understand and why.
48–51 min · Exit assessment. Finish with the reflection prompts exit-ticket slips. Students respond to: “What input did your game use?”, “What output did it produce?” and “What would you improve next?” Collect the slips as they pack away devices safely.
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