Science and Technology Syllabus in NSW

Science and Technology Syllabus in NSW

Science and Technology Syllabus in NSW

Pico Coding is aligned with the Science and Technology Syllabus (2024) in New South Wales

Pico Coding is aligned with the Science and Technology Syllabus (2024) in New South Wales

US Common Core
US Common Core
Pico Coding used by year 5 students
Pico Coding used by year 5 students

Curriculum alignment

Curriculum alignment

Curriculum alignment

Discover how Pico meets students' learning outcomes

Discover how Pico meets students' learning outcomes

Code
Standard
Description
How Pico meets learning outcomes

ST3-DDT-01

Uses design processes to create, evaluate and modify designed solutions

Collect data about a user need to generate design criteria for sustainable solutions

Students learn to understand user needs and user interface design in common digital utilities such as a paininng program.

Develop design ideas to build a prototype using design criteria

Students learn to create visual animations according to design criteria, through Pico contents including Fireworks, Smiley and Balloons.

ST3-DDT-02

Creates, evaluates and modifies algorithms to code or control digital devices and systems

Recognise that data are entered, processed and transmitted in digital systems

Students learn how data is transmitted via WiFi User input via keyboard translated into visual programs, through Pico contents including Donuts and Smiley

Explore how and why data can be represented as binary code and in other forms

Students learn how data can be shown in boolean states (on/off) and how it impacts visual programs, through Pico contents including Maple, Paddles and Underwater.

Create, test and modify algorithms as visual programs that include branching and iteration

Students learn to thinking algorithmically, using conditional branching (if statements) and for loops, through Pico contents including Bubbles, Sphera and Fishing.

Select and use appropriate digital tools to share files online following an agreed code of conduct

Students learn to share their designs, animations and artworks, through Pico contents including Picasso, Kaleidoscope and Shield.

Evaluate a digital system that accepts and displays information

Students learn to understand visual programs that receives user input via mouse and keyboard and displays information via web browser.

Connect components in a digital system to collect data

Students learn to operate a laptop, keyboard, mouse, monitor, browser and use WiFi to access Pico. Data is collected via user input and displayed through visual programs.

Use collected data to create an algorithm to perform a function

Students learn to implement algorithms using conditional statements, loops and use event driven programming to handle user inputs, through Pico contents including Galaxy, Arrows, Sphera and Bubbles.

Core concept
Pico alignment

Collect data about a user need to generate design criteria for sustainable solutions
(ST3-DDT-01)

Students learn to understand user needs and user interface design in common digital utilities such as a painting program.

Develop design ideas to build a prototype using design criteria
(ST3-DDT-01)

Students learn to create visual animations according to design criteria, through Pico contents including Fireworks, Smiley and Balloons.

Creates, evaluates and
modifies algorithms to code or control digital devices and systems (ST3-DDT-02)

Students learn how data is transmitted via WiFi. User input via keyboard translated into visual programs, through Pico contents including Donuts and Smiley.

Explore how and why data can be represented as binary code and in other forms
(ST3-DDT-02)

Students learn how data can be shown in boolean states (on or off) and how it impacts visual programs, through Pico contents including Maple, Paddles and Underwater.

Create, test and modify algorithms as visual programs that include branching and iteration (ST3-DDT-02)

Students learn to thinking algorithmically, using conditional branching (if statements) and for loops, through Pico contents including Bubbles, Sphera and Fishing.

Select and use appropriate digital tools to share files online following an agreed code of conduct (ST3-DDT-02)

Students learn to share their designs, animations and artworks, through Pico contents including Picasso, Kaleidoscope and Shield.

Evaluate a digital system that accepts and displays information (ST3-DDT-02)

Students learn to understand visual programs that receives user input via mouse and keyboard and displays information via web browser.

Connect components in a digital system to collect data
(ST3-DDT-02)

Students learn to operate a laptop, keyboard, mouse, monitor, browser and use WiFi to access Pico. Data is collected via user input and displayed through visual programs.

Use collected data to create an algorithm to perform a function
(ST3-DDT-02)

Students learn to implement algorithms using conditional statements, loops and use event driven programming to handle user inputs, through Pico contents including Galaxy, Arrows, Sphera and Bubbles.

Standard
Pico alignment

ST3-DDT-01.1

Partially meets

Partially meets

ST3-DDT-01.2

Meets

Meets

ST3-DDT-02.1

Meets

Meets

ST3-DDT-02.2

Meets

Meets

ST3-DDT-02.3

Meets

Meets

ST3-DDT-02.4

Partially meets

Partially meets

ST3-DDT-02.5

Meets

Meets

ST3-DDT-02.6

Meets

Meets

ST3-DDT-02.7

Meets

Meets

See Pico in action

See Pico in action

Discover how our contents meet students' learning outcomes

Conditional logic

Learn conditional logic through merging donuts

Learn conditional logic through merging donuts

Learn conditional logic through merging donuts

Donuts is a fun merge game where students combine donuts to create the ultimate rainbow donut while learning important coding concepts! They’ll start by using built-in functions to set up the game. As they merge donuts, they'll apply conditional logic to see how their choices affect the game.

Pico Coding Teacher Dashboard
Pico Coding Teacher Dashboard
Pico Coding Teacher Dashboard
Arrows game cover image
Arrows game cover image
Arrows game cover image

User input

Learn user input through arrow challenges

Learn user input through arrow challenges

Learn user input through arrow challenges

Arrows is a fast-paced reaction game where students slide blocks off one by one using the arrow keys that match the direction of the top block. Students will learn how to respond to user input and keyboard events. They’ll use conditional logic to build the basic mechanics of the game, mastering how to slide blocks using the keyboard's arrow keys.

See Pico in action

Discover how our contents meet students' learning outcomes

Hundreds of activities to learn from

Hundreds of activities to learn from

Get ready to experience hours of fun

  • Jumper game thumbnail
  • Crossing game thumbnail
  • Fruitopia game thumbnail
  • Balloon game thumbnail
  • Galaxy game thumbnail
  • Birdie game thumbnail
  • Trampoline  game thumbnail
  • Planets game thumbnail
  • Rocket game thumbnail
  • Vortex game thumbnail
  • Bricks game thumbnail
  • Asteroids game thumbnail
  • Kaleidoscope game thumbnail
  • Picasso game thumbnail
  • Nibbles game thumbnail
  • Sphera game thumbnail
  • Island game thumbnail
  • Potions game thumbnail
  • Dungeon game thumbnail
  • Match game thumbnail