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Technologies - Code Commander (Coding): 10 Lesson Plans + Summative Assessment Task (Year 5 and Year 6)
Technologies - Code Commander (Coding): 10 Lesson Plans + Summative Assessment Task (Year 5 and Year 6)
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Tired of dry coding tutorials and "copy-paste" computer labs? Transform your Year 5 and 6 Digital Technologies lessons with this complete, high-energy unit that brings "Advanced Computational Thinking" to life!
Step into the world of "Code Commander," a comprehensive Digital Technologies unit designed to save you time and deeply engage your upper primary students. This unit focuses on building a strong foundation in Computer Science and Design Thinking, blending the technical concepts of "Algorithms and Binary" with the creative power of "App Design and Logic," while connecting to essential problem-solving skills.
Packed with unplugged games, interactive challenges and a major design project, this unit will transform your classroom into a dynamic tech innovation hub where students don't just play games, they engineer them as System Architects, Logic Masters and Creative Innovators.
What's Inside?
This comprehensive unit is meticulously planned to help you teach advanced coding concepts with confidence. You will find:
- 10 Engaging Lesson Plans: Guide your students through the full coding spectrum, from cracking the code of 'Algorithms and Sequencing' and mapping logic with 'Flowcharts', to mastering 'Conditional Logic' (If-Then-Else), optimising with 'Loops' and organising code with 'Functions'.
- Curriculum Aligned: This unit is aligned with the Year 5 and 6 Australian Curriculum (Digital Technologies and Design and Technologies). It covers key concepts including Branching, Iteration (Loops), User Interfaces, Data Representation (Binary) and General Capabilities like Critical Thinking.
- Hands-On & Experiential Learning: Foster genuine understanding with interactive and often unplugged activities that make abstract concepts concrete. Imagine your students navigating a physical 'Looping Labyrinth', choreographing a 'Function Frenzy Dance-Off', playing 'Variable Treasure Hunts' and composing music with 'Binary Beats'.
- Built-in Assessment & Differentiation: Effortlessly monitor student progress through natural observation opportunities embedded in each activity. Use the detailed rubrics to assess their 'Computational Thinking' and 'Problem Solving', while providing simplified templates for support or complex 'Game Mechanics' challenges for extension.
- Future-Ready Skills: Expose students to essential digital literacy skills by weaving logic and creativity into every lesson. Connect activities to the real-world skills needed for Robotics Engineering, Game Development, Data Science and User Experience (UX) Design.
Summative Assessment Task:
Conclude the unit with the major "Dream Gadget Design Challenge", where students use the Design Thinking process to invent a gadget that solves a real-world problem. They must create a detailed "computational thinking blueprint" (code outline) that uses sequences, loops, conditionals and variables to explain how their gadget works, pitching their invention to the class.
Cover Your Term of Digital Technologies!
This unit is designed to bridge the gap between simple block coding and genuine computational thinking. Provide your students with high-quality, scaffolded lessons that turn them from technology consumers into technology creators. Stop the endless search for meaningful tech resources and reclaim your time.
Download "Code Commander" today and empower your Year 5 and 6 students with the skills they need to design the future!
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