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Animal adaptations

Students explore aspects of animal adaptation prior to applying their knowledge to construct their own digital creature using littleBits electronic sets.

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Peripherals

In this sequence of lessons students explore different types of peripherals used every day in order to identify the data transmitted. A peripheral is an auxiliary device such as a computer mouse or keyboard that connects to and works with a device in some way.

Online

Data detective

In this sequence of lessons students conduct a simple survey to collect, organise and present data. In doing so, they demonstrate their understanding of how to use patterns to represent data symbolically.

Online

Clever computers

In this sequence of lessons explore how to help students understand the elements of a digital system including hardware, software and some commonly used peripheral devices. Investigate how these elements work together.

Online

Makey Makey boards

In this sequence of lessons students explore how electrical energy can be transferred and transformed in electrical circuits, using Makey Makey boards as the basis for experimentation and recoding of data.

Online

Rubbish recording and reduction: Part 2

In this lesson sequence students use Excel to represent data in a variety of ways.

Online

Eco-calculator

In this sequence of lessons students make a paper prototype of an eco-calculator to demonstrate human impact on the environment and suggest changes in behaviour. This is an unplugged activity with an opportunity to extend learning to create a digital solution using Scratch.

Online

Home/school communications

In this lesson sequence, students use big data sets and school surveys, to design (and as an extension activity, make) a new digital communication solution for the school.

Online

Introducing algorithms

In this sequence of lessons, students design a sequence of steps for others to follow. They convey their instructions to peers and evaluate the work of others to determine if the outcome was successful.

Online

Communicating safely online

In this sequence of lessons, use a game to explore the nature of personal information, how data can be recorded to reflect individual identity and how students might protect their personal information.

Online

Making maths quizzes 1: Plan and test our programs

In this sequence students plan, create and edit a program that will ask maths questions that are harder or easier depending on user performance.

Online

Planting fruit and vegetables

In this sequence of lessons students grow a plant from seed, capturing each step and decision as an algorithmic process and recording data for future learning.

Online

Put the user in user interface

In this lesson sequence students investigate the importance of quality design and design principles in creating an efficient and effective user interface.

Online

Making maths quizzes 2: Implementing a digital solution

In this sequence students implement a digital solution for a maths quiz. They test and assess how well it works.