Making maths quizzes 2: Implementing a digital solution
In this sequence of lessons students implement a digital solution for a maths quiz. They test and assess how well it works.
Additional details
Year band(s) | 5-6 |
---|---|
Content type | Lesson ideas |
Format | Web page |
Core and overarching concepts | Abstraction, Computational thinking, Specification (decomposing problems), Algorithms, Implementation (programming) |
Australian Curriculum Digital Technologies code(s) |
AC9TDI6P02
Design algorithms involving multiple alternatives (branching) and iteration
AC9TDI6P05
Implement algorithms as visual programs involving control structures, variables and input |
Technologies & Programming Languages | Scratch |
Keywords | Algorithms, Sequencing, Iteration, Branching, Maths quiz, Interface |
Integrated, cross-curriculum, special needs | Mathematics |
Organisation | ESA |
Copyright | Creative Commons Attribution 4.0, unless otherwise indicated. |
Related resources
-
Creative Computing Curriculum
he Creative Computing Curriculum is a collection of ideas, strategies, and activities for an introductory creative computing experience using the Scratch programming language.
-
Can a computer recognise your sentiment?
This lesson plan enables students to explore how Natural Language Processing (NLP), a subset of Artificial Intelligence (AI), is used to assess and categorise a user’s online comments.
-
Classroom ideas: Micro:bit Environmental Measurement (visual programming) (Years 5-6)
This tutorial shows the coding needed for digital solutions of some environmental issues that can be created using pseudocode and visual programming. It can also be created using general-purpose programming.
-
Making maths quizzes 1: Plan and test our programs
In this sequence of lessons students plan, create and edit a program that will ask maths questions that are harder or easier depending on user performance.