All Code Club materials are aligned to the Australian Digital Technologies Curriculum. Each Code Club project provides information about which content descriptors it best aligns to. Below you'll also find suggested projects and languages for different year groups.Download printable version
For children in Grades F-2, creating algorithms with robots such as BeeBot and Dash is a great place to start. Once they have mastered this try drag and drop projects using Scratch and MakeCode for Micro:Bit . These will help develop computational skills; using the keyboard, touchpad, the mouse and opening windows. Some comprehension skills are required for these languages. For children with lower comprehension skills, try Scratch Jr - an app that represents code visually.
The most suitable Code Club projects for this age group are contained in the Introduction to Scratch: Learning Path .
A great age to get started with Scratch , and most of our Scratch projects align neatly to the curriculum.
Get started with our Scratch Learning Paths . These use a 3, 2, 1 methodology. In a series of 6 projects the first 3 explicitly teach coding skills, the next 2 practice these skills with less direction and the final project has the students creating their own project design to showcase the skills they have learnt.
This could also be an opportunity to do some physical computing using Micro:bits .
In this age group, you'll likely have kids who are both total beginners and experts. There's a variety of modules and projects, and a great opportunity for some collaborative learning - boosting those soft skills like communication, critical thinking and collaboration.
Start with Scratch , move into HTML/CSS and Python , introduce hardware like Raspberry Pi and Sense Hat , or add creative coding using Sonic Pi , Micro:Bit or Blender .
In this age group, the curriculum focuses on text-based coding and physical computing.
Try HTML/CSS and Python , and introduce hardware like Raspberry Pi and Sense Hat .
Please refer to the Australian Curriculum: Digital Technologies in conjunction with Code Club materials. Most projects can also be aligned to content descriptors in other curriculum (eg, Design and Technology, The Arts, Science).
Please note that all projects are currently aligned to version 8 of the curriculum. Code Club is in the process of transitioning to version 9 of the curriculum for project alignment.
NDTC learning outcomes
By the end of Year 4, students describe how a range of digital systems (hardware and software) and their peripheral devices can be used for different purposes. They explain how the same data sets can be represented in different ways. Students define simple problems, design and implement digital solutions using algorithms that involve decision-making and user input. They explain how the solutions meet their purposes. They collect and manipulate different data when creating information and digital solutions. They safely use and manage information systems for identified needs using agreed protocols and describe how information systems are used.
- Identify and explore a range of digital systems with peripheral devices for different purposes, and transmit different types of data
- Recognise different types of data and explore how the same data can be represented in different ways
- Collect, access and present different types of data using simple software to create information and solve problems
- Define simple problems, and describe and follow a sequence of steps and decisions (algorithms) needed to solve them
- Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input
- Explain how student solutions and existing information systems meet common personal, school or community needs
- Plan, create and communicate ideas and information independently and with others, applying agreed ethical and social protocols
By the end of Year 6, students explain the fundamentals of digital system components (hardware, software and networks) and how digital systems are connected to form networks. They explain how digital systems use whole numbers as a basis for representing a variety of data types. Students define problems in terms of data and functional requirements and design solutions by developing algorithms to address the problems. They incorporate decision-making, repetition and user interface design into their designs and implement their digital solutions, including a visual program. They explain how information systems and their solutions meet needs and consider sustainability. Students manage the creation and communication of ideas and information in collaborative digital projects using validated data and agreed protocols.
- Examine the main components of common digital systems and how they may connect together to form networks to transmit data
- Examine how whole numbers are used to represent all data in digital systems
- Acquire, store and validate different types of data, and use a range of software to interpret and visualise data to create information
- Define problems in terms of data and functional requirements drawing on previously solved problems
- Design a user interface for a digital system
- Design, modify and follow simple algorithms involving sequences of steps, branching, and iteration (repitition)
- Implement digital solutions as simple visual programs involving branching, iteration (repitition)
- Explain how student solutions and existing information systems are sustainable and meet current and future local community needs
- Plan, create and communicate ideas and information, including collaboratively online, applying agreed ethical, social and technical protocols
By the end of Year 8, students distinguish between different types of networks and defined purposes. They explain how text, image and audio data can be represented, secured and presented in digital systems. Students plan and manage digital projects to create interactive information. They define and decompose problems in terms of functional requirements and constraints. Students design user experiences and algorithms incorporating branching and iterations, and test, modify and implement digital solutions. They evaluate information systems and their solutions in terms of meeting needs, innovation and sustainability. They analyse and evaluate data from a range of sources to model and create solutions. They use appropriate protocols when communicating and collaborating online.
- Investigate how data is transmitted and secured in wired, wireless and mobile networks, and how the specifications affect performance
- Investigate how digital systems represent text, image and audio data in binary
- Acquire data from a range of sources and evaluate authenticity, accuracy and timeliness
- Analyse and visualise data using a range of software to create information, and use structured data to model objects or events
- Define and decompose realworld problems taking into account functional requirements and economic, environmental, social, technical and usability constraints
- Design the user experience of a digital system, generating, evaluating and communicating alternative designs
- Design algorithms represented diagrammatically and in English, and trace algorithms to predict output for a given input and to identify errors
- Implement and modify programs with user interfaces involving branching, iteration and functions in a generalpurpose programming language
- Evaluate how student solutions and existing information systems meet needs, are innovative, and take account of future risks and sustainability
- Plan and manage projects that create and communicate ideas and information collaboratively online, taking safety and social contexts into account
- Investigate the role of hardware and software in managing, controlling and securing the movement of and access to data in networked digital systems
- Analyse simple compression of data and how content data are separated from presentation
- Develop techniques for acquiring, storing and validating quantitative and qualitative data from a range of sources, considering privacy and security requirements
- Analyse and visualise data to create information and address complex problems, and model processes, entities and their relationships using structured data
- Define and decompose realworld problems precisely, taking into account functional and non-functional requirements and including interviewing stakeholders to identify needs
- Design the user experience of a digital system by evaluating alternative designs against criteria including functionality, accessibility, usability, and aesthetics
- Design algorithms represented diagrammatically and in structured English and validate algorithms and programs through tracing and test cases
- Implement modular programs, applying selected algorithms and data structures including using an object-oriented programming language
- Evaluate critically how student solutions and existing information systems and policies, take account of future risks and sustainability and provide opportunities for innovation and enterprise
- Create interactive solutions for sharing ideas and information online, taking into account safety, social contexts and legal responsibilities
- Plan and manage projects using an iterative and collaborative approach, identifying risks and considering safety and sustainability
By the end of Year 2, students identify how common digital systems (hardware and software) are used to meet specific purposes. They use digital systems to represent simple patterns in data in different ways. Students design solutions to simple problems using a sequence of steps and decisions. They collect familiar data and display them to convey meaning. They create and organise ideas and information using information systems, and share information in safe online environments.
- Recognise and explore digital systems (hardware and software components) for a purpose
- Recognise and explore patterns in data and represent data as pictures, symbols and diagrams
- Collect, explore and sort data, and use digital systems to present the data creatively
- Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems
- Explore how people safely use common information systems to meet information, communication and recreation needs
- Create and organise ideas and information using information systems independently and with others, and share these with known people in safe online environments