Coding for GUIs Lesson 3: Timers and triggers
This is the third in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming. The series follows on from the Visual to text coding lesson series.
Additional details
Year band(s) | 7-8 |
---|---|
Content type | Lesson ideas |
Format | Web page |
Core and overarching concepts | Algorithms, Implementation (programming), Impact and interactions |
Australian Curriculum Digital Technologies code(s) |
AC9TDI8P07
Design the user experience of a digital system
AC9TDI8P08
Generate, modify, communicate and evaluate alternative designs
AC9TDI8P05
Design algorithms involving nested control structures and represent them using flowcharts and pseudocode
AC9TDI8P06
Trace algorithms to predict output for a given input and to identify errors
AC9TDI8P09
Implement, modify and debug programs involving control structures and functions in a general-purpose programming language |
Keywords | Programming, Coding, Data representation, Jason Vearing, Nathan Alison, Javascript, flowchart, variables, graphic user interface, GUI |
Organisation | ESA |
Copyright | Creative Commons Attribution 4.0, unless otherwise indicated. |
Related resources
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Coding for GUIs Lesson 1: Structure, style and function
This is the first in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming.
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Coding for GUIs Lesson 2: Controls for input
This is the second in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming.
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Coding for GUIs Lesson 4: Flipping images
This is the fourth in a series of lessons to incorporate graphical user interfaces (GUIs) into your general-purpose programming.
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Coding for GUIs Lesson 5: GUIfy my program!
This is the fifth in a series of lessons to incorporate Graphical User Interfaces (GUIs) into your General Purpose Programming.