# Computational Thinking and Coding in the Curriculum

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Computational Thinking and Coding in the Curriculum

## 1. Australian Curriculum

### 1.2. F-2

1.2.1. Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems (ACTDIP004)

### 1.3. 3-4

1.3.1. Define simple problems, and describe and follow a sequence of steps and decisions (algorithms) needed to solve them (ACTDIP010)

1.3.2. Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input (ACTDIP011)

### 1.4. 5-6

1.4.1. Design a user interface for a digital system (ACTDIP018)

1.4.2. Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repetition) (ACTDIP019)

1.4.3. Implement digital solutions as simple visual programs involving branching, iteration (repetition), and user input (ACTDIP020)

## 3. Computational thinking: looking at a problem in a way that a computer can help us to solve it in the most efficient way possible.

### 3.3. Approaches

3.3.1. Tinkering

3.3.2. Perservering

3.3.3. Collaborating

3.3.4. Debugging

3.3.5. Creating

### 3.4. Concepts

3.4.1. Patterns

3.4.2. Decomposition

3.4.3. Algorithims

3.4.4. Logic

3.4.5. Abstraction

3.4.6. Evaluation

## 4. Scratch: a programming environment that enables young people to create their own interactive stories, games, and simulations, and then share those creations in an online community

### 4.1. 1. computational concepts

4.1.1. sequence

4.1.2. loops

4.1.3. parallelism

4.1.4. events

4.1.5. conditionals

4.1.6. operators

4.1.7. data

### 4.2. 2. computational practices

4.2.1. experimenting and iterating

4.2.2. testing and debugging

4.2.3. reusing and remixing

4.2.4. abstracting and modularizing:

### 4.3. 3. computational perspectives

4.3.1. expressing: computation is a medium of creation

4.3.2. connecting to others

4.3.3. questioning