ARCADE HACKERS
& DATA DETECTIVES
Build real games for the ELECFREAKS Retro Console with MakeCode Arcade, analyse data with spreadsheets, investigate AI systems and bias, and design smart cities in Minecraft. One semester - two modules, six tasks - zero prior experience needed.
MakeCode Arcade game programming on the Retro Console, data collection & analysis with spreadsheets, cybersafety & digital citizenship research.
Extended MakeCode Arcade project, AI systems & ethics investigation, Minecraft Education smart city design and build.
| Grade | Mark Range | Standard |
|---|---|---|
| A | 85% + | Exceeds standard - detailed, precise, creative. Work demonstrates deep understanding and polished execution. |
| B | 70-84.9% | Above standard - thorough and mostly correct. Some areas for improvement but strong overall. |
| C | 50-69.9% | At standard - meets the basic requirements. Some errors or missing elements. |
| D | 40-49.9% | Below standard - incomplete or significant errors. Core requirements only partially met. |
| E | Sub 40% | Well below standard - missing most requirements. Student support recommended. |
Design and program an original arcade game using MakeCode Arcade. Your game must run on the ELECFREAKS Retro Console. You choose the theme and genre - platformer, shooter, maze, or anything else - but it must include sprites, movement, scoring, lives, and clear win/lose conditions.
- A working MakeCode Arcade game (.uf2 file or project URL)
- A design document: game concept, sprite plan, level sketch
- Screenshot of your MakeCode code (Blocks view)
- Brief written evaluation (3-5 sentences): what works, what you'd change
- At least 2 unique sprites with custom art
- Player movement controlled by D-pad or A/B buttons
- Score system that increases during gameplay
- Lives / health system - game ends when lives reach 0
- Win condition (e.g. reach score target or complete level)
- Runs successfully on the physical Retro Console
| Criterion | A - 5 | B - 4 | C - 3 | D - 2 | E - 1 |
|---|---|---|---|---|---|
| Game Design & Concept /5 marks | Creative theme with a clear design document; sprite plan, level sketch, and game concept fully developed and cohesive. | Clear theme with mostly complete design document; minor gaps in sketch or concept. | Basic theme with a partial design document; concept is present but underdeveloped. | Minimal design documented; theme unclear or design document largely missing. | No design document submitted or game has no identifiable theme or concept. |
| Programming & Algorithm /5 marks | Game runs flawlessly on the Retro Console; code uses variables, conditionals, loops, and events purposefully; no errors. | Game runs with minor issues; code uses most required structures correctly; 1-2 small bugs. | Game partially works; core mechanics present but some features don't function as intended. | Game has significant bugs; only 1-2 required features function correctly. | Game does not run or compile; code is largely incomplete or non-functional. |
| Game Features /5 marks | All 6 required features present and polished; additional creative features demonstrate initiative (e.g. sound, animations, multiple levels). | All 6 required features present and functional; minimal extra features. | 4-5 required features present; one or two missing or partially implemented. | 2-3 required features present; several core mechanics absent. | Fewer than 2 required features present; game lacks basic arcade functionality. |
| Evaluation & Reflection /5 marks | Detailed evaluation identifies specific strengths and weaknesses; proposes realistic improvements with justification; links to design document. | Clear evaluation covers most strengths and weaknesses; improvement suggestions are reasonable. | Basic evaluation mentions what works and what doesn't; improvements are vague. | Minimal evaluation; only 1-2 sentences; improvements not identified. | No evaluation submitted or evaluation is a single generic sentence. |
By the end of this lesson you will be able to identify the hardware components of the ELECFREAKS Retro Console, connect it to MakeCode Arcade in your browser, and run your first pre-built program on the physical device.
- Pick up a Retro Console from the front of the room. Handle it carefully - hold it with both hands, screen facing you. Do not pull on the USB cable.
- Look at the front of the console. Identify these components: Screen (the display in the centre), D-pad (the cross-shaped button on the left), A button (right side, right button), B button (right side, left button), Menu button (top centre), USB port (bottom edge for charging/programming).
- On your laptop, open a browser (Chrome or Edge). Go to arcade.makecode.com. You do not need to sign in.
- Click New Project. When it asks for a project name, type your first name and "game1" - for example:
Alex_game1 - You are now in the MakeCode Arcade editor. Notice the three panels: left panel (the simulated screen showing your game), middle panel (categories of blocks - Sprites, Controller, Game, etc.), right panel (your code workspace where blocks snap together).
- Click the Sprites category (orange). Find the block that says set mySprite to sprite of kind Player. Drag it into the workspace and connect it inside the
on startblock. - Click the grey square on the sprite block to open the Sprite Editor. Draw a simple character - 16×16 pixels. Use the pencil tool and pick a bright colour. Click Done when finished.
- Look at the left panel - your sprite should now appear on the simulated screen. If it doesn't, check that your block is connected inside
on start. - Now let's transfer this to the physical console. Plug the USB cable from the Retro Console into your laptop. A new drive called ARCADE or GAMEPAD should appear in File Explorer (like a USB drive).
- In MakeCode Arcade, click the Download button (the game controller icon, bottom left of the editor). Save the .uf2 file. Drag or save it to the ARCADE drive. The console will restart and run your program.
This is a setup lesson. Save your MakeCode project (it saves automatically in your browser). We'll build on this game over the next 5 lessons for Task 1.
By the end of this lesson you will have a complete game design document - game concept, genre, sprite plan, and a rough level sketch - that you will use as your blueprint for the next four coding lessons.
- Open a word processor or get a blank piece of paper. At the top, write: GAME DESIGN DOCUMENT - [Your Name]
- Choose your genre. Pick one: Shooter (player avoids or destroys enemies), Platformer (player jumps across platforms), Maze/Runner (player collects items or navigates), or Puzzle (player solves a challenge). Write your chosen genre at the top of your document.
- Write your game concept - 2-4 sentences. Answer these: Who is the player? What is their goal? What makes the game end (lose condition)? What does a win look like? Example: "The player is a space pilot. Their goal is to dodge meteors and collect fuel canisters. The game ends when health reaches zero. The player wins by surviving 60 seconds."
- Plan your sprites. A sprite is any object that moves or interacts. List at least 2 sprites you need. For each, write: name, what it does, and roughly what it looks like.
- Sketch your level. Draw a rough rectangle (the screen is 160×120 pixels). Mark where your player starts, where enemies or objects come from, and where the score/health will display.
- Plan your scoring. Write: how does the player earn points? How many points for a win? What reduces health?
- Show your design document to your teacher for approval before you start coding next lesson. Get a tick or sign-off.
- Open MakeCode Arcade and start building your sprites. Click Sprites → set mySprite. Use the sprite editor to draw your player character. Use the 16×16 grid. Keep it simple - solid shapes read better on a small screen.
If digital: save to Connect or your school OneDrive. If paper: keep it safe - you will hand it in as part of Task 1 at the end of Week 3. This document is assessed. connect.det.wa.edu.au
By the end of this lesson your player sprite will move around the screen using the D-pad, stay inside the screen boundary, and appear over a coloured background. You will understand how coordinates work in MakeCode Arcade.
- Open your saved game project from last lesson (arcade.makecode.com → your project). If it didn't save, start fresh and redo your player sprite from your design document.
- Set the background colour. Click the Scene category (light blue). Find set background color to. Drag it into your
on startblock. Click the colour square and choose a colour that suits your game's theme. - Add player movement. Click the Controller category (orange). Find move mySprite with buttons. Drag it into
on start. Press the play button in the simulator - use arrow keys. Your sprite should move! - Set the speed. The move mySprite with buttons block has two numbers inside it: vx (horizontal speed) and vy (vertical speed). The default is 100. Try changing both to 80. Test it - does the movement feel right for your game? Adjust until you're happy.
- Keep the sprite on screen. Click Sprites. Find set mySprite stay in screen ON. Drag it into
on start. Without this, your player will fly off the screen. - Set starting position. Click Sprites. Find set mySprite position to x: 80 y: 60. These are the centre coordinates of the 160×120 screen. Adjust the y value to place your player where they should start.
- Test your game in the simulator. The arrow keys control the D-pad. Make sure: sprite moves smoothly, stays on screen, starts in the right position. When happy, transfer to the physical Retro Console using the Download button and drag to the ARCADE drive.
- Add a second sprite (enemy or object). Click Sprites → set mySprite2 to sprite of kind Enemy. Draw the enemy art. Position it somewhere on the screen. We'll add collision logic next lesson.
MakeCode Arcade saves automatically in your browser, but also click the Share button and copy the project URL. Paste it into a Connect comment or save it somewhere safe. This is your backup. Final Task 1 submission is end of Week 3. connect.det.wa.edu.au
By the end of this lesson your game will have a working score counter, a lives system, and at least one enemy or object that causes damage when it touches the player. The game will end when lives reach zero.
- Open your game project. You should already have a player sprite that moves and stays on screen, plus an enemy sprite positioned somewhere.
- Add a score. Click the Info category (yellow). Find set score to 0. Drag it into
on start. The score display will automatically appear on your screen. - Add lives. Still in Info, find set life to 3. Drag it into
on start. You should now see both score and lives displayed on the simulator screen. - Make the enemy move. Click Sprites. Find set myEnemy velocity to vx: 0 vy: 50. Drag it into
on start. Your enemy will now fall downward at speed 50. Adjust the vx/vy values for your game type. - Collision detection - player hit by enemy. Click the Sprites category. Find the block on sprite of kind Player overlaps otherSprite of kind Enemy. Drag it onto a blank area (not inside on start - it's an event block that sits on its own).
- Inside this overlaps block, add: Info → change life by -1. Then add sprites → destroy otherSprite (so the enemy disappears after hitting). Test in the simulator - running into the enemy should now reduce your lives.
- Spawn more enemies. The game needs a constant stream of challenges. Click the Game category. Find on game update every 2000 ms. Inside it, add: Sprites → create sprite at x: (pick random 10 to 150) y: 0 of kind Enemy. This creates a new enemy at a random x position at the top of the screen every 2 seconds. Set its velocity the same way as step 4.
- Add score for surviving. Find on game update every 1000 ms. Inside, add Info → change score by 1. Your score now increases every second the player survives.
- Test everything: move around, get hit by enemies, watch lives decrease. When lives hit zero, MakeCode automatically shows a "Game Over" screen. That's your lose condition - already built in!
Click Share in MakeCode Arcade and copy your project link. Paste it in a Connect comment under Task 1 - Progress Update. Final Task 1 submission is end of next week. connect.det.wa.edu.au
By the end of this lesson your game will have a working win condition, you will have tested it on the physical Retro Console, and you will have written your evaluation. Task 1 is due end of this lesson.
- Open your game project. It should already have: player movement, enemies, score increasing over time, lives decreasing on collision, and game over at zero lives.
- Add a win condition. In the Game category, find on game update every 1000 ms. Add a second one, or inside your existing one, add: Logic → if score > 30 then. Inside the if-block, add Game → game over WIN. Now if the player survives long enough to reach 30 points, they win. Adjust the score target to suit your game.
- Add a splash screen. Click Game. Find splash "TITLE" "subtitle". Drag it to the very top of your
on startblock (above everything else). Type your game's name and a short instruction like "DODGE THE METEORS!". - Add a sound effect (optional but impressive). Click Music. Drag play sound boing until done (or choose another) inside your overlaps block (when player gets hit). This plays a sound every time the player is hit.
- Final test on the Retro Console. Click Download. Connect the console via USB. The ARCADE drive appears. Drag the .uf2 file to the drive. Unplug and play. Test: Does the player move? Do enemies appear? Does getting hit reduce lives? Does reaching the score target show WIN? Does dying show GAME OVER? Fix any issues you find.
- Screenshot your code. In MakeCode Arcade, press Ctrl+Shift+S or use your computer's screenshot tool (Win+Shift+S) to capture a screenshot of your full code in Blocks view. Save it as "Task1_Code_[YourName]".
- Write your evaluation - 3-5 sentences minimum. Answer: What does your game do well? What is one bug or limitation? What would you add if you had more time? Why did you choose this genre? Save as "Task1_Eval_[YourName]".
- Upload to Connect: Your design document, the code screenshot, the project URL (from Share), and your written evaluation. All four items = full submission.
Submit all four items to Connect under Task 1 - MakeCode Arcade Game: (1) Design document, (2) MakeCode project URL, (3) Code screenshot, (4) Written evaluation. Do not leave without submitting.
By the end of this lesson you will have showcased your completed game to at least two classmates, given and received structured feedback, and completed an extension challenge if your game was submitted early.
- Pair up with someone nearby. Hand them your Retro Console. They play your game for 3 minutes without you explaining anything. Watch their reactions - do they figure out the controls? Do they reach the win condition?
- Give them a feedback form (or just say it aloud): What was the best part? What was confusing? What would make it more fun?
- Swap - you play their game and give them the same feedback.
- Class Tournament (optional): If time allows, your teacher will run a quick class vote on categories: Most Fun, Best Graphics, Hardest Game, Most Creative. Hold up Retro Consoles, class votes by applause.
- Extension Challenge (early finishers): Open MakeCode Arcade. Your challenge: add a high score system that saves the top score between plays. Hint: look at the Settings category in MakeCode - it has a save/load value block. This is your first taste of persistent data storage.
If you haven't submitted yet: Connect → Task 1 → upload design doc, project URL, code screenshot, and evaluation. Do not leave without submitting.
You will design a survey question, collect data from your class, enter it into a spreadsheet, create charts to visualise the data, and write a short report analysing what the data tells you. You are a data detective - the spreadsheet is your investigation board.
- Completed spreadsheet with raw data in a properly labelled table
- Survey with at least 5 questions (minimum 3 closed / quantitative)
- At least 2 charts (one bar chart, one other type) - correctly labelled
- Formulas calculating mean, median, and mode for at least one column
- Written report (1-2 pages): What you investigated, what you found, what surprised you
- Minimum 15 survey responses collected from classmates
- All data entered into one spreadsheet (not separate documents)
- Charts must have titles, axis labels, and a legend if appropriate
- Mean, median, and mode must use spreadsheet formulas (not calculated by hand)
- Report must reference your charts by name (e.g. "As shown in Figure 1...")
- Report written in full sentences - dot points are not acceptable
| Criterion | A - 5 | B - 4 | C - 3 | D - 2 | E - 1 |
|---|---|---|---|---|---|
| Data Collection & Organisation /5 marks | Survey is well-designed with clear, unambiguous questions targeting a specific inquiry; all 15+ responses collected and entered into a clean, well-organised spreadsheet with appropriate headings and formatting. | Survey is mostly well-designed; 15+ responses collected; spreadsheet is organised with headings. | Survey has some unclear questions; responses collected but spreadsheet organisation is incomplete or inconsistent. | Survey is poorly designed or less than 15 responses collected; spreadsheet is disorganised. | No data collected or no spreadsheet submitted. |
| Formulas & Calculations /5 marks | Correct formulas used for mean, median, and mode; additional formulas used where appropriate (e.g. COUNT, MAX, MIN); all calculations are accurate; demonstrates clear understanding of what each measure tells you. | Correct formulas for mean, median, and mode; calculations are accurate. | Most formulas present but one or more contains errors; demonstrates partial understanding. | Formulas attempted but mostly incorrect or missing; calculations done by hand instead. | No formulas used or not submitted. |
| Charts & Visualisation /5 marks | Two or more charts created using appropriate chart types for the data; all charts have titles, axis labels, and legends; charts clearly communicate the findings; visual design is clean and professional. | Two charts with titles and axis labels; appropriate chart types chosen; mostly clear. | Charts present but missing labels or using inappropriate chart types for the data. | Only one chart, or charts are present but unlabelled and hard to interpret. | No charts submitted. |
| Written Report /5 marks | Report is well-structured with a clear introduction, findings, and conclusion; all charts referenced by name; findings are specific and accurate; demonstrates genuine understanding of what the data means; written in full, clear sentences. | Report covers all required sections; charts referenced; findings are mostly specific. | Report is present but some sections are vague or missing; charts not consistently referenced. | Report is minimal - present but lacks structure or specific findings. | No report submitted. |
By the end of this lesson you will be able to explain the difference between data and information, identify at least three types of data, design a simple survey question appropriate for spreadsheet analysis, and open a new spreadsheet ready for data entry.
- Data vs Information. Data is raw facts or measurements - numbers, words, dates - that don't tell a story by themselves. "14, 16, 12, 15, 13" is data. Information is data that has been organised or analysed so it means something: "The average sleep of our class is 14 hours" - now it means something. In this task, you'll collect raw data and turn it into information.
- Types of data. There are two main categories:
- Quantitative (numbers) - things you can measure or count. Example: height, score, temperature, number of apps.
- Qualitative (categories/words) - things that describe qualities. Example: favourite colour, preferred music genre, type of phone.
- Choose your survey question. You need one question your whole class can answer. It must produce data that you can put in a spreadsheet and graph. Good options: "How many hours of screen time did you have yesterday?" (quantitative), "What is your favourite type of music?" (qualitative with defined categories).
- Write three possible survey questions on paper. Next to each one, write: what type of data it produces (quantitative or qualitative), and what kind of chart would suit it (bar chart, pie chart, column chart). Show your teacher - get one approved.
- Open your spreadsheet. Open Microsoft Excel on your school laptop (Start Menu → Excel) or Google Sheets (sheets.google.com - check consent). Create a new blank workbook.
- In cell A1, type: Name. In cell B1, type your survey question (abbreviated if long). These are your column headers. Make them bold: select row 1, press Ctrl+B.
- In cells A2 downward, start entering your classmates' names. Leave column B blank for now - you'll collect responses next lesson. Save the file as "Task2_Survey_[YourName].xlsx".
Save your spreadsheet file with your name in the filename. Upload it to Connect under Task 2 - Survey Setup. This is a progress check, not the final submission.
By the end of this lesson you will have at least 15 survey responses entered into your spreadsheet and will have calculated the mean, median, and mode using spreadsheet formulas.
- Collect your data. Walk around the room with your laptop or a paper list. Ask each classmate your survey question and record their response in column B. Aim for at least 15 responses (the whole class if possible). Return to your seat and finish entering any paper responses into your spreadsheet.
- Calculate the mean (average). Click on an empty cell below your data (e.g. D2). Type:
=AVERAGE(B2:B50)(adjust the range to match your actual data). Press Enter. This calculates the mean of your numerical data. - Calculate the median. In cell D3, type:
=MEDIAN(B2:B50). The median is the middle value when all values are sorted - it's less affected by extreme outliers than the mean. - Calculate the mode. In cell D4, type:
=MODE(B2:B50). The mode is the most frequently occurring value. If your data is qualitative (categories), use:=COUNTIF(B2:B50,"Pop")to count how many times each category appears. - In cells E2:E4, add labels next to your formulas: "Mean", "Median", "Mode". This makes your spreadsheet readable to anyone who opens it.
- Save your spreadsheet. Upload the current version to Connect under Task 2 - Data Entry Progress.
Upload your spreadsheet to Connect under Task 2 - Data Entry Progress by end of this lesson.
By the end of this lesson you will have created at least two labelled charts from your data and will understand when to use different chart types.
- Highlight your data range (column A for names/categories and column B for values). Include the header row.
- Click Insert → Chart. Choose Column Chart (or Bar Chart). Excel will create a basic chart. Click OK.
- Add a chart title. Click on the chart. Click the "+" button (Chart Elements). Check "Chart Title". Click on the title box and type a descriptive title: e.g. "Favourite Music Genre - Year 8 Survey".
- Add axis labels. Still in Chart Elements, check "Axis Titles". Click on the horizontal axis title and type your question (e.g. "Music Genre"). Click on the vertical axis title and type "Number of Students".
- Create a second chart. With your data still selected, Insert → Chart again. This time choose Pie Chart. Pie charts are useful for showing proportions - what percentage of students chose each option.
- Add a legend to your pie chart (check "Legend" in Chart Elements) and a percentage label (check "Data Labels" → "Percentage").
- Resize and position both charts neatly on your spreadsheet. They should not overlap your data table.
Save your updated spreadsheet with both charts. Upload to Connect under Task 2 - Charts Draft.
By the end of this lesson you will have a draft report that analyses your data using correct statistical vocabulary and references your charts by name.
- Look at your two charts. Which category/value appears most? Which appears least? Is the data spread out or clustered? Write down your observations as dot points - these become your analysis.
- Statistical vocabulary to use in your report:
- Mean - the mathematical average
- Median - the middle value when sorted
- Mode - the most common value
- Range - the difference between highest and lowest
- Frequency - how often a value appears
- Open your word processor (Word, Google Docs). Start writing your report with these headings: Introduction, Findings, Conclusion.
- Introduction (2-3 sentences): What was your survey question? How many people did you survey? How did you collect the data?
- Findings (4-6 sentences): Report what the data shows. Use at least three of the vocabulary terms above. Reference your charts: "As shown in Figure 1..." or "The bar chart reveals...". Point out any surprising results.
- Leave the Conclusion section blank for now - you'll complete it next lesson.
Save your report draft and upload it to Connect under Task 2 - Report Draft. Full Task 2 submission (spreadsheet + charts + complete report) is due end of Week 6.
By the end of this lesson your data report will be complete (introduction, findings, conclusion), your spreadsheet will be formatted cleanly, and both charts will have titles, axis labels, and legends. You will be submission-ready for next lesson.
- Finish your Conclusion (3-4 sentences). Answer: What did you find out from your data? Does the data match what you expected before you collected it? What would you do differently if you collected this data again (e.g. bigger sample, different question)? What is one real-world situation where this kind of data analysis would be useful?
- Check your word count. Highlight all your text in the word processor. Look at the bottom of the screen for the word count. It should be 150-250 words for the report. If you're under 150, expand your findings or conclusion. If over 250, trim repeated or obvious statements.
- Polish your spreadsheet. Open it. Check: Are column headers in row 1 bold? Are all cells with numbers right-aligned? Are all category cells consistently capitalised? Is there a clear gap between your data table and summary stats? Does it look clean if you print it?
- Finalise your charts. For each chart: Is there a descriptive title? Are both axes labelled (if applicable)? Is there a legend? Are colours distinguishable? Click on your first chart → Chart Design → Edit Data → make sure the data range covers all your responses.
- Add figure numbers. Below each chart, add a text box (Insert → Text Box in Excel) or just type below the chart: "Figure 1: Bar chart showing [your question]" and "Figure 2: Pie chart showing [your question]." Reference these in your report.
- Export your work. Save the spreadsheet as .xlsx. Also save/export a PDF copy (File → Save As → PDF). Your report can be in Word (.docx) or Google Docs (download as .docx).
- Read through your full submission checklist: raw data table ✓, two charts with labels ✓, introduction ✓, findings with vocabulary ✓, conclusion ✓, 150-250 words ✓. If anything is missing, fix it now.
Submit to Connect under Task 2 - Data Analysis: your spreadsheet file (with data and charts) AND your written report. Both files are required for full marks.
By the end of this lesson your Task 2 submission will be complete and uploaded to Connect. You will also compare your findings with two classmates and identify one interesting difference between your datasets.
- Final check before submitting. Open your spreadsheet and report side by side. Confirm: raw data table present, two labelled charts, introduction + findings + conclusion written, word count 150-250, formulas for mean/median/mode visible.
- Open Connect → Task 2 - Data Analysis. Attach your spreadsheet (.xlsx) and your report (.docx or PDF). Click Submit. Show your teacher the submission confirmation.
- Data Showcase (remaining time). Find two classmates who studied a different question to yours. Compare your charts side by side. Discuss: what did each person find? Did any results surprise you?
- In your workbook, write 2-3 sentences: "The most interesting difference between my data and [classmate name]'s data was..." Use specific numbers.
- Extension Challenge (early finishers): Create a third chart - a scatter plot or a line graph - using your data. Scatter plots show relationships between two numeric variables. Can you find any correlation in your class data? Label it properly and add it to your spreadsheet.
Submit to Connect under Task 2 - Data Analysis before the end of class. Both files (spreadsheet + report) must be uploaded.
Research a real-world cybersafety issue - such as phishing, identity theft, social engineering, or online scams - and create a presentation that educates your peers about how it works, why people fall for it, and how to stay safe.
- A 6-10 slide presentation (Canva or PowerPoint) or equivalent infographic poster
- Research notes showing at least 2 sources used
- A 3-5 sentence written reflection on what you learned
- Focuses on one specific cybersafety issue (e.g. phishing, not "all of cybersafety")
- Explains how the threat works with a real-world example
- Includes at least 3 practical tips for staying safe
- Cites at least 2 reliable sources (e.g. eSafety.gov.au, AFP ThinkUKnow)
- Suitable for a Year 8 audience - clear language, no copied text
| Criterion | A - 5 | B - 4 | C - 3 | D - 2 | E - 1 |
|---|---|---|---|---|---|
| Research & Sources /5 marks | Two or more reliable sources cited correctly; evidence of deep research with specific facts, statistics, or real-world examples; notes show genuine inquiry. | Two sources cited; good use of specific evidence; minor citation or research gaps. | One or two sources cited; some relevant evidence included but research is surface-level. | One source cited or evidence is mostly general/vague; limited research evident. | No sources cited or content appears copied/unresearched. |
| Cybersafety Knowledge /5 marks | Accurately explains how the threat works, why people are vulnerable, the real-world impact, and at least 3 specific, actionable prevention strategies. | Mostly accurate explanation of the threat with 3 prevention strategies; minor gaps in depth. | Basic explanation of the threat with 2-3 prevention tips; some inaccuracies or missing elements. | Vague explanation; only 1-2 prevention tips; significant content gaps or inaccuracies. | Incorrect or missing explanation; no meaningful prevention advice. |
| Presentation Design /5 marks | 6-10 slides; visually clear and well-organised; appropriate font size, colour contrast, and images; no walls of text; audience would find it easy to follow. | 6-10 slides with mostly clear design; minor layout or readability issues. | Slides present but some are overcrowded, hard to read, or poorly organised. | Fewer than 6 slides or presentation has significant design issues affecting readability. | Presentation not submitted or contains fewer than 3 slides with minimal content. |
| Reflection & Awareness /5 marks | Reflection demonstrates genuine personal insight; connects the issue to real behaviour; explains a specific thing they will do differently; thoughtful and specific. | Reflection covers what was learned and a personal connection; mostly specific. | Reflection mentions something learned but is vague or generic; limited personal connection. | Reflection is 1-2 sentences with little substance. | No reflection submitted or a single sentence with no meaningful content. |
By the end of this lesson you will have chosen your cybersafety topic and completed detailed research notes from at least one reliable government source.
- Choose your topic from: phishing & email scams, online identity theft, social media data harvesting, ransomware, cyberbullying & the law, or dark patterns. Write your chosen topic at the top of your page.
- Go to the eSafety Commissioner website (esafety.gov.au). Search for your topic. Read the relevant pages and take notes under four headings: WHAT IT IS, HOW IT WORKS, WHY PEOPLE FALL FOR IT / WHO IS AFFECTED, HOW TO PROTECT YOURSELF. Write in your own words - do not copy-paste.
- Find a real-world example of your issue: a specific scam, a news story about data being stolen, or a documented phishing attack. Write 2-3 sentences about it - what happened, who was affected, and the outcome.
- Save your research notes. Submit under Task 3 - Research Notes on Connect.
Save your notes to Connect under Task 3 - Research Notes. This is a progress check.
By the end of this lesson you will have completed research notes from a second reliable source and have all the information needed to build your presentation.
- Find a second source - either Scamwatch (scamwatch.gov.au), ACSC (cyber.gov.au), or AFP ThinkUKnow (thinkuknow.org.au). Repeat the note-taking process under the same four headings.
- Compare your two sources. Are there any differences in advice or information? Note any differences - this shows critical thinking.
- Identify 3 specific, practical prevention tips you can include in your presentation. They must be actionable (something a real person can do), not generic (e.g. "be careful online" is too vague).
- Write a bibliography entry for both sources: Website Name. (Year). Title of page. URL.
Update your notes on Connect. Your final research notes are part of Task 3.
By the end of this lesson you will have created at least 4 well-designed slides for your Task 3 presentation, applying the golden rule of slide design.
- Open Canva for Education (canva.com/edu - consent required) or PowerPoint. Create a new presentation.
- Slide 1 - Title: Your topic name, your name, and the class/year. Choose a colour theme that matches the seriousness of your topic.
- Slide 2 - What Is [Your Issue]? One clear definition. 3-4 bullet points maximum. One relevant image or icon.
- Slide 3 - How Does It Work? Explain the mechanism. Use a diagram or step-by-step graphic if possible.
- Slide 4 - Real-World Example: Your specific case study. What happened? Who was affected? What was the outcome?
- Apply the golden rule to every slide: ONE key message per slide, no walls of text, font minimum 24pt for body text.
Save your Canva project or PowerPoint file. Upload a draft to Connect under Task 3 - Presentation Draft.
By the end of this lesson you will have a complete presentation (6-10 slides) and will have received and applied peer feedback.
- Slide 5 - Why Are People Targeted / Vulnerable? Who is most at risk and why? What psychological tricks do scammers or criminals use?
- Slide 6 - How to Stay Safe (3+ Tips): Each tip must be specific and actionable. Bad: "Be careful." Good: "Use a different password for every account and store them in a password manager."
- Slide 7 - Sources: List both of your sources with full details (Website Name, URL, date accessed).
- Slide 8 - Reflection: Leave this blank for now - you'll write it next lesson.
- Peer Feedback: Show your presentation to someone sitting near you. They give you two pieces of structured feedback: (1) One thing that works well, (2) One thing that's confusing or could be improved. Apply at least one change based on their feedback.
Upload your updated presentation to Connect under Task 3 - Presentation Draft.
By the end of this lesson you will have written your reflection slide and polished your entire presentation to be submission-ready.
- Write Your Reflection (Slide 8): Write 3-5 sentences answering: What is the most important thing you learned about cybersafety? Did anything surprise you? What is one specific thing you will do differently online as a result of your research?
- Polish all slides for visual consistency: same font, same colour scheme, no walls of text, no typos.
- Run through the submission checklist: 6-10 slides total ✓, all text in your own words ✓, two sources cited ✓, at least 3 prevention tips ✓, one real-world example ✓, reflection 3-5 sentences ✓.
- Export: In Canva - Share → Download as PDF. In PowerPoint - File → Save As PDF.
Upload your polished PDF to Connect under Task 3 - Cybersafety Presentation. Final submission with reflection document is due next lesson.
By the end of this lesson Task 3 is fully submitted to Connect with all three required items.
- Open connect.det.wa.edu.au. Navigate to Task 3 - Cybersafety Presentation.
- Attach your Presentation PDF (6-10 slides).
- Attach your Reflection Document (separate Word or PDF, 3-5 sentences).
- Attach your Research Notes (your notes from Week 7 Lessons 1-2).
- Click Submit. Wait for the confirmation message. Do not close the browser until you see "Submitted".
- Show your submission confirmation to your teacher before closing your laptop.
Submit all three items to Connect under Task 3 - Cybersafety Presentation: (1) Presentation PDF, (2) Reflection document, (3) Research notes. All three items required for full marks.
Week 10 is a reward week - no assessment, no stress. The goal is to have fun while applying computational thinking concepts you've practised this module. You'll collaborate to build a digital-themed world and explore how Minecraft's mechanics relate to computer science concepts.
- Build a Data Centre: Design a building that represents how data is stored - server rooms, cooling systems, power backup. How would you represent binary data using blocks?
- Redstone Circuits: Redstone in Minecraft is a physical programming language. Build a door that opens only with a specific code (using redstone AND gates). This is a real logic circuit. Challenge: build an XOR gate.
- Arcade World: Build an arcade in Minecraft - rooms for each game type you studied. Bonus points for decorating with pixel art of your MakeCode game.
- Command Blocks: Use command blocks to create a text adventure or quiz. Trigger messages when a player walks into a zone - design it like a cybersafety quiz that tests what you learned in Task 3.
This is a fun activity - nothing goes on Connect this week. Well done on completing Module 1. Module 2 starts next lesson.
Take your Task 1 game and extend it with at least 3 new features or mechanics. You can add a second level, introduce new enemy types, create power-ups, add animations, or build a completely different game that demonstrates greater skill. You must submit both the original and the extended version for comparison.
- Extended MakeCode Arcade game (.uf2 or project URL)
- Original Task 1 game URL (for comparison)
- A "What's New" document: list of 3+ added features with brief explanation
- Written evaluation comparing old vs new - what improved and why
- Minimum 3 new features compared to Task 1 version
- All features from Task 1 still working (no regressions)
- Game runs successfully on the physical Retro Console
- At least one feature demonstrates a new skill (e.g. tilemap, animation frames, events)
- Evaluation explains the improvements in technical terms
| Criterion | A - 5 | B - 4 | C - 3 | D - 2 | E - 1 |
|---|---|---|---|---|---|
| Feature Development /5 marks | 3+ well-implemented new features that substantially enhance gameplay; at least one demonstrates a new technical skill (tilemap, animation states, advanced events); all features work as intended. | 3 new features present and functional; mostly well-implemented with minor issues. | 2-3 new features attempted; at least 2 are functional; one may be partially complete. | Only 1-2 new features added; most don't work as intended or are trivial changes. | No meaningful new features beyond Task 1 or game is broken/non-functional. |
| Code Quality /5 marks | Code is well-organised; no obvious redundancy; variable names are meaningful; code demonstrates understanding of events, loops, and conditionals working together purposefully. | Code is mostly organised and functional; some redundancy but overall structured well. | Code works but has significant redundancy or is poorly organised; hard to follow logic. | Code partially functional; disorganised with many redundant or conflicting blocks. | Code is non-functional or has so many errors it cannot be assessed. |
| Console Testing /5 marks | Game tested thoroughly on the physical Retro Console; all new features confirmed to work; no crashes or freezes; submitted as .uf2 or confirmed URL runs on console. | Game tested on console; most features work; one minor issue identified and noted in evaluation. | Game tested on console but 1-2 features don't work correctly on hardware (may work in simulator). | Limited evidence of console testing; game may only have been tested in simulator. | No evidence of console testing; game not provided in runnable format. |
| Evaluation & Reflection /5 marks | Detailed comparison of old vs new game; identifies specific technical improvements; reflects on what was learned; proposes what a v3 would add with justification. | Clear comparison covers most improvements; mostly specific; reasonable reflections. | Basic comparison mentions some improvements; somewhat vague on technical detail. | Minimal evaluation; no real comparison; generic statements only. | No evaluation or a single sentence with no substance. |
By the end of this lesson you will be able to describe what Module 2 covers, explain what AI is in simple terms, and set a personal learning goal for the module.
Welcome to Module 2! This module covers Artificial Intelligence and Ethics, and Smart Cities built in Minecraft Education. By the end you'll have investigated real-world AI systems, formed your own opinion about AI fairness, and designed a digital city that uses technology to improve life for its residents.
- Open your workbook and write the heading Module 2 - AI Ethics & Smart City Builders.
- Your teacher will show a short video clip of AI in everyday life (facial recognition, recommendation systems, autonomous vehicles). Watch and take notes on: What is the AI doing? Who benefits? Is anyone at a disadvantage?
- In your workbook, write your own one-sentence definition of AI. Compare with the person next to you - are they similar?
- Read through the Module 2 task list on this page. Highlight or underline the task you feel most nervous about and the one you're most excited about.
- Write one specific learning goal for Module 2 - something you want to understand or be able to do by Week 9.
This is an orientation lesson. Make sure your workbook has the Module 2 heading and your learning goal written. Task 4 starts next lesson.
By the end of this lesson you will be able to open your Module 1 game and identify at least 3 specific improvements or new mechanics to add for Task 4.
Task 4 is all about extending and remixing. You're not starting from scratch - you're taking what you built in Module 1 and making it better, deeper, more polished.
- Go to arcade.makecode.com and open your saved project from Module 1.
- Play through it once as if you were a new player. Note what feels frustrating, boring, or too easy.
- In your workbook, create a "Game Improvement Plan" with 3 columns: What I'll change | Why | How (what blocks/code). Fill in at least 5 rows.
- Brainstorm 2-3 possible new mechanics. Options: a second level with increasing difficulty, a boss enemy with special behaviour, a power-up that changes gameplay, a timer mechanic, or background music/sound effects.
- Choose your focus for Task 4 and note it in your workbook. You'll need at least 3 meaningful changes from your Task 1 game.
- Start implementing your first change. Even small progress today helps - change a sprite, adjust speed, or add one new block.
Save your Game Improvement Plan in your workbook or to Connect. Your Task 4 game builds on this plan.
By the end of this lesson you will be able to implement at least one new mechanic in your MakeCode Arcade game using conditional logic, timers, or multi-sprite interactions.
- Open your MakeCode Arcade project. Use a variable to track when the player has reached a score milestone (e.g. 10 points).
- To create a level change: use an on game update every block combined with an if/else to check if score >= 10. Inside, use scene · set background colour (darker or different hue) to signal a new level.
- Increase enemy speed for Level 2: store enemy speed in a variable (e.g.
enemySpeed). In the level-change block, change it to a higher value. Make sure your enemy-creation block uses this variable. - Add a level announcement: use game · splash to show "LEVEL 2!" for 2 seconds when the level changes.
- In the Music menu, drag a play melody block into your on start. Choose a built-in tune (e.g. "dadadadum") and set it to loop.
- Add sound effects for events: drag music · play sound into your collision handler. Put a different sound in your game-over screen.
- Test on the Retro Console: plug in via USB, download the .uf2 file, and test if sounds work through the speaker.
By the end of this lesson you will be able to use structured peer feedback to identify bugs and improvements in your MakeCode Arcade game, and test on the physical Retro Console.
- Swap seats (or share your project link) with a partner. They will play your game on the simulator while you watch - do NOT help them. Watch where they get confused, stuck, or bored.
- Your partner writes feedback using this format: "I liked… / I found it hard to… / I suggest…"
- Swap back. Read their feedback and decide: what will you act on? Write 3 specific changes you'll make based on the feedback.
- Spend the rest of the lesson fixing the top issues identified. Focus on: game balance (is it too hard/easy?), visual clarity (can you see what's happening?), and feel (do controls respond well?).
- Download your .uf2 file and test on the physical Retro Console. Compare the simulator experience to the real device.
Share your updated MakeCode project and copy the URL. Paste it into Connect under Task 4 - Playtesting Update.
By the end of this lesson you will have submitted Task 4 via Connect and be able to explain the difference between supervised and unsupervised machine learning with an example.
- Play through your game from start to finish at least 3 times. Try to break it intentionally - move in unexpected directions, ignore enemies, die instantly.
- Fix any crash bugs (game freezes or resets unexpectedly) before any visual bugs.
- Check your score counter resets when you restart. Check lives display correctly. Check win/loss screens trigger reliably.
- Take 3 screenshots of your game: the start screen, mid-game action, and the level 2 or win screen. Paste these into your Word doc.
- Below each screenshot, write 1-2 sentences explaining what code makes that moment happen.
- Write a short paragraph comparing your Task 4 game to your Task 1 game: What changed? What blocks did you learn to use? What would you add with more time?
- Save your project to MakeCode (share link) and copy the URL into your submission document.
- Your teacher will introduce the 3 types of AI learning: Supervised (trained on labelled data), Unsupervised (finds patterns in unlabelled data), and Reinforcement (learns from rewards and penalties).
- In your workbook, draw a simple 3-column table: Name | How it works | Real-world example. Fill it in.
Submit your game documentation + MakeCode share link on connect.det.wa.edu.au before the end of class.
By the end of this lesson you will have showcased your Task 4 game to classmates, compared your original and remixed games side by side, and reflected on what you learned about game design iteration.
- Flash your Task 4 game to your Retro Console. Make sure it loads cleanly.
- Rotation play: Pair with a classmate. They play your game for 3 minutes, you play theirs. Swap twice so each person gets feedback from two different players.
- Class vote categories (optional): Most Fun, Biggest Improvement from Task 1, Most Creative Mechanic, Best Use of Sound. Your teacher will tally votes.
- Comparison reflection. In your workbook, draw a simple table: Task 1 Game | Task 4 Game. Fill in: number of features, difficulty level, code complexity (rough estimate of blocks used), overall quality rating (1-5). What changed? What drove those improvements?
- Extension challenge: Open your Task 4 game in MakeCode Arcade. Can you add one more feature in this lesson? Ideas: a second enemy type, a bonus level trigger at a specific score, or a custom game-over animation. Keep going - version 3 is yours to build.
If not yet submitted: Connect → Task 4 → upload documentation package and MakeCode share link now.
Choose one real AI system and write an investigation report that analyses how it works, who uses it, who benefits, who might be harmed or disadvantaged, and what ethical questions it raises.
- Investigation report: 300-450 words in structured paragraph form
- A "For and Against" table: 3 benefits vs 3 concerns about your AI system
- A personal position statement: your opinion on whether this AI should be regulated and why (3-5 sentences)
- Focuses on one specific AI system (e.g. Spotify recommendation, facial recognition at airports, AI in job applications)
- Explains in simple terms how the AI system works (training data, patterns, decisions)
- Identifies at least one specific group that benefits and one group that may be disadvantaged
- Discusses bias - how might this AI be biased and why?
- Cites at least 2 reliable sources
| Criterion | A - 5 | B - 4 | C - 3 | D - 2 | E - 1 |
|---|---|---|---|---|---|
| AI System Knowledge /5 marks | Accurately explains how the AI system works (training data, pattern recognition, decision-making); uses correct terminology (algorithm, bias, training data, model); explanation would make sense to someone who doesn't know about AI. | Mostly accurate explanation with correct terminology; minor gaps or oversimplifications. | Basic explanation that captures the main idea but lacks depth or uses some incorrect terminology. | Vague or inaccurate explanation; minimal use of terminology; limited understanding evident. | No meaningful explanation of how the AI works. |
| Ethical Analysis /5 marks | Identifies specific beneficiaries and those disadvantaged; discusses at least two concrete examples of how bias could occur; analysis is nuanced and acknowledges multiple perspectives. | Identifies beneficiaries and concerns; discusses bias; mostly specific with minor gaps. | Basic ethical analysis; names some affected groups and mentions bias but stays surface-level. | Minimal ethical analysis; groups affected are vague; bias mentioned without explanation. | No ethical analysis; no discussion of who benefits or is harmed. |
| For & Against Table /5 marks | Table has 3 well-developed benefits AND 3 well-developed concerns; all points are specific to the chosen AI system; language is clear and precise. | Table has 3 benefits and 3 concerns; mostly specific; 1-2 points could be more detailed. | Table present but some points are generic or not clearly specific to the chosen AI system. | Table has fewer than 3 on one or both sides; points are very vague or generic. | Table missing or contains only 1-2 points on either side. |
| Position Statement & Sources /5 marks | Personal position is clearly stated; supported by evidence from the report; engages with the complexity of the issue; 2+ reliable sources cited correctly. | Position is clear and mostly supported by evidence; sources cited; minor lapses in citation format. | Position is stated but weakly supported; 1-2 sources cited; limited engagement with complexity. | Position is vague or contradictory; 1 source only; minimal evidence-based reasoning. | No position statement or no sources cited. |
By the end of this lesson you will be able to identify at least 5 AI systems in everyday life, describe what data they use, and who benefits and who might be disadvantaged.
AI is already woven into daily life - you just don't always see it. Streaming services, social media feeds, spam filters, autocorrect, face unlock on phones, and navigation apps all use AI. Today we start building the evidence base for your Task 5 investigation report.
- Open your workbook. Create a table with 5 columns: AI System | What it does | Data it uses | Who benefits | Possible harm or bias
- Your teacher will share 5 short real-world AI case studies. As you read/hear each one, fill in a row of your table. Examples: TikTok recommendation algorithm, Amazon warehouse robots, facial recognition by police, Spotify Discover Weekly, and Google Translate.
- For each example, ask: What could go wrong if the AI makes a mistake? Add this to your notes.
- Begin researching your chosen AI system for Task 5. You must choose ONE specific AI system to investigate in depth. Write your choice in your workbook and get teacher approval before next lesson.
- Find 2 credible sources about your chosen AI system (news article, academic summary, company website). Paste the URLs into your workbook.
Save your AI systems table and chosen topic to your workbook. Upload to Connect under Task 5 - Topic Selection for teacher approval.
By the end of this lesson you will be able to explain what AI bias is, describe at least 2 ways bias enters AI systems, and give a real-world example of harm caused by AI bias.
AI bias happens when an AI system produces unfair or discriminatory results. Usually this isn't intentional - it creeps in because of the data the AI was trained on, or the assumptions baked into the design.
- In your workbook, write and define these 4 types of bias:
Training data bias - the data used to train the AI doesn't represent everyone fairly
Historical bias - the AI learns from past human decisions that were already biased
Feedback loop bias - the AI's outputs affect future data, reinforcing existing patterns
Design bias - the people who built the AI didn't consider all users - For each bias type, write one real or hypothetical example. E.g. Training data bias: "A medical AI trained mostly on data from men might give incorrect health advice to women."
- Read the case study your teacher provides (e.g. COMPAS recidivism algorithm in US courts, or Amazon's hiring AI that penalised female applicants). Answer: What type of bias is this? Who was harmed? What should have been done differently?
- Begin drafting the "What Is Bias?" section of your Task 5 report. Use your notes - aim for 2-3 paragraphs minimum.
Save your bias definitions and examples. These form part of your Task 5 report draft.
By the end of this lesson you will be able to explain the ethical concerns of AI data collection - including privacy, consent, and who is responsible when AI causes harm.
AI systems need data to work - often a lot of personal data. Every time you use an app, search the web, or walk past a camera, data about you might be collected and used to train AI. This raises serious questions: Did you consent? Do you know it's happening? What can be done with your data?
- Scenario discussion (class): Your school wants to install facial recognition cameras to automatically mark attendance. What are the ethical issues? Discuss in pairs, then share with the class.
- In your workbook, define in your own words: Privacy (the right to control your own information), Informed consent (agreeing to something only after fully understanding what you're agreeing to), Data sovereignty (communities having control over data about them).
- Research: Find one real example of an AI system that collected data without clear consent. Write a summary in your workbook (3-5 sentences): what the AI did, what data it collected, and why it was controversial.
- Add a section to your Task 5 draft report: "Ethical concerns of [your chosen AI system]." Address at least 2 ethical concerns - e.g. privacy, bias, accountability, transparency.
Save your "Ethical concerns" section draft. This should now have 2 ethical concerns addressed with examples.
By the end of this lesson you will have a complete first draft of your Task 5 AI and Ethics report with all required sections present.
Your Task 5 report must include these sections (in order):
- Introduction - What AI system did you choose? Brief description of what it does and who uses it (2-3 sentences).
- How it works - Explain in simple terms what data it uses, what type of AI learning it is, and what output it produces (3-5 sentences).
- Benefits - Who benefits from this AI? How does it make life easier, safer, or more efficient? Give 2-3 specific examples (3-5 sentences).
- Ethical concerns / Risks - What are the risks? Focus on bias, privacy, fairness, or accountability. Give a real example if you can find one (4-6 sentences).
- Your opinion - Do you think the benefits outweigh the risks? What should be done to make it fairer or safer? (3-5 sentences, written in first person: "I think…")
- References - List at least 2 sources (website URL + name + date accessed).
- Write your draft using Microsoft Word. Aim for approximately 400-600 words total (not counting references).
- Use headings for each section. Write in full sentences - dot points are not acceptable for a report.
- Ask Copilot to check your draft for clarity: paste a section in and ask "Is this clear and logical?"
Save your Word document draft. Upload to Connect under Task 5 - Report Draft for teacher feedback.
By the end of this lesson you will submit your Task 5 report via Connect and be able to describe what a smart city is and what digital technologies it uses.
- Read your report aloud to yourself or a partner. Fix any sentences that sound awkward or unclear.
- Check your report has all 6 required sections. Check references have URLs and access dates.
- Spell-check and grammar-check using Word's built-in tools.
- Save as a PDF. Open connect.det.wa.edu.au, navigate to Task 5, and submit your PDF. Confirm submission received.
- Your teacher will briefly explain what a smart city is: a city that uses digital technology (sensors, data, networks, automation) to improve services and quality of life for residents.
- In your workbook, draw a simple city outline. Label 4 areas: Transport, Energy, Communication, Community Services. Inside each area, note one way digital technology could make it "smarter".
- Introduction to Task 6: Open the Task 6 brief on this page. Read through the deliverables and requirements. Write down 2 questions you have about the task - ask them next lesson.
Submit your AI and Ethics report (PDF) on connect.det.wa.edu.au before the end of class.
By the end of this lesson you will be able to argue both sides of an AI ethics question using evidence from your Task 5 research, and explain at least one policy change that could make AI fairer.
- Your teacher will assign everyone to one of two positions for each debate question:
- Question A: "AI should be allowed to make decisions about people (e.g. loan approvals, job interviews, bail decisions) - Agree or Disagree?"
- Question B: "Tech companies should be legally required to explain how their AI systems make decisions - Agree or Disagree?"
- You have 3 minutes to write 2-3 bullet points supporting your assigned position - even if you personally disagree with it. Use facts from your Task 5 report.
- Each side presents their points (2 minutes per side). The class listens - no interrupting.
- Open floor: 3 minutes of questions and responses. Any student can ask a question to either side.
- Final vote: after hearing both sides, each student votes privately on their actual opinion. Compare the before/after - did anyone change their mind after hearing the arguments?
- Extension challenge (early finishers): Draft a short "AI Ethics Policy" - 3 rules you think every AI company should follow. Write it as a formal policy document: Rule, Why it matters, How you'd enforce it.
If Task 5 is not yet submitted: Connect → Task 5 → upload your AI and Ethics report (PDF) now.
Design and build a "smart city" zone in Minecraft Education that demonstrates your understanding of how digital technology is embedded in modern cities. Your city must include infrastructure that represents data collection, automated systems, connectivity, and community needs. You will document your design decisions in a planning booklet.
- Minecraft Education world/screenshot gallery (minimum 5 screenshots from different angles)
- Planning booklet (1-2 pages): city map sketch, zone list with descriptions
- Written explanation: how 3 specific features of your city use digital technology
- Reflection: what was challenging, what you're proud of, what you'd add
- City must include at least 4 distinct zones (e.g. transport hub, data centre, community spaces, renewable energy)
- At least one automated system using redstone or command blocks
- City design must clearly connect to digital technology concepts - not just a random build
- Planning booklet must be done BEFORE building (teacher checks before you start in Minecraft)
- Screenshots must be clear and well-composed (not dark or inside a cave)
| Criterion | A - 5 | B - 4 | C - 3 | D - 2 | E - 1 |
|---|---|---|---|---|---|
| Planning & Design /5 marks | Planning booklet completed before building; includes a clear city map, 4+ named zones with descriptions, and explicit connections to digital technology concepts; demonstrates genuine forethought. | Planning booklet complete with 4 zones; mostly clear map and descriptions; minor gaps in digital technology connections. | Planning booklet present but incomplete; some zones described; digital technology connections are vague. | Minimal planning; booklet done after building or has only 1-2 zones described. | No planning booklet submitted. |
| Build Quality & Creativity /5 marks | City is well-constructed with distinct zones; architecture is varied and purposeful; structures clearly represent their intended function; shows genuine creative effort and clear aesthetic choices. | Good build quality; distinct zones recognisable; mostly purposeful structures. | Basic build with some distinct zones; structures are functional but generic. | Simple or incomplete build; zones not clearly distinct; minimal effort. | No build submitted. |
| Digital Technology Integration /5 marks | Written explanation clearly links 3+ specific features to real digital technology concepts with accurate and insightful connections. | Explanation links 3 features to digital technology; mostly accurate. | Explanation mentions digital technology but connections are vague or only partially accurate. | Explanation only links 1-2 features; connections are superficial. | No explanation or no connection to digital technology concepts. |
| Reflection & Evaluation /5 marks | Reflection is thoughtful and specific; identifies genuine challenges with explanation; articulates specific pride in elements; proposes concrete future improvements. | Reflection covers challenges and proud moments; mostly specific; reasonable improvements suggested. | Reflection mentions challenges and positives but stays surface-level. | Minimal reflection; generic statements without elaboration. | No reflection submitted. |
By the end of this lesson you will have a complete planning booklet for your Minecraft smart city with a city map sketch, 4 named zones, and digital technology connections.
- Open Microsoft Word. Create a new document titled "Smart City Planning Booklet - [Your Name]".
- Page 1 - City Overview: City name, theme (futuristic, eco-friendly, underground, floating island, etc.), and a 3-5 sentence description of what makes your city "smart".
- Page 1 - City Map: Draw or sketch your city map by hand on paper, then photograph it and insert into Word. OR use Word's shape tools to create a simple overhead map. Label your 4 zones clearly.
- Page 2 - Zone Descriptions: For each of your 4+ zones, write: Zone name | What it contains (buildings, features) | What digital technology is embedded | How it benefits city residents.
- Page 2 - Automated System Plan: Describe the redstone circuit or command block system you'll include. What does it do? Where is it? Why is it in your city?
- Have your teacher review and approve your plan before next lesson. Get a "Plan Approved ✅" written in your workbook with your teacher's initials.
Submit your planning booklet to Connect under Task 6 - Planning Booklet for teacher approval before next lesson.
By the end of this lesson you will have established the outline of your smart city in Minecraft Education with your major zones staked out and at least one zone partially constructed.
- Open Minecraft Education. Create a new world in Creative Mode using a flat terrain template (makes it easier to see your city layout from above).
- Name your world "[YourName]-SmartCity" so your teacher can find it easily.
- Stake out your zones first: Before placing any detailed structures, mark the boundaries of each zone using a different coloured block (e.g. red wool for transport hub, blue wool for data centre, green for park). This gives you your city grid.
- Photograph your planning booklet map and compare it to your in-game grid. Do the sizes feel right? Adjust before building.
- Begin constructing your first zone. Work from the outside in: place the outer walls/boundaries, then fill in the interior details.
- Every 15 minutes, stop and look at your city from above (press F5 or use a high vantage point). Make sure it still looks planned, not random.
- E - Open inventory
- F - Fly toggle (Creative Mode)
- T - Open chat (for commands)
- F2 - Screenshot (saves to Minecraft screenshots folder)
Take a screenshot of your city grid from above (F2). Upload to Connect under Task 6 - Build Progress.
By the end of this lesson you will have at least 2 of your 4 zones substantially constructed and have taken progress screenshots.
- Open your world. Take a screenshot of where you're up to - this documents your progress.
- Focus on one zone at a time. Complete its main structure before moving to the next zone. A zone with a solid main building beats 4 zones with just walls.
- Add at least one detail that makes each zone feel real: signage using signs/banners, decorative items (fences, flowers, lighting), or functional-looking technology (beacons for antennas, daylight sensors for solar panels, hoppers for waste systems).
- Connect your zones with roads (grey concrete or stone), pathways (gravel or stone slabs), or elevated rail lines. This makes the city feel connected.
- Take a progress screenshot after each zone is substantially built. You'll need 5+ screenshots for your submission - start collecting them now.
- Solar panels → Use stair blocks or daylight sensors arranged in rows on rooftops.
- Data centre → A building with lots of glowstone, repeaters, and comparators arranged in rows to look like server racks.
- Traffic sensors → Place sea lanterns or redstone lamps at intersections.
- Communication towers → Tall structures using iron bars and fences with beacons or redstone on top.
Take screenshots of at least 2 completed zones. Upload to Connect under Task 6 - Build Progress.
By the end of this lesson you will have at least one automated system working in your smart city and all 4 zones substantially complete with 5+ screenshots ready.
- Option A - Automatic lighting (daylight sensor): Place a daylight sensor. Run redstone dust to redstone lamps. Invert the sensor (right-click) so lights turn on at night. This represents automatic street lighting triggered by light sensors.
- Option B - Automatic door (pressure plate): Place a pressure plate outside a building entrance. Connect via redstone to iron doors. When a player steps on the plate, doors open. This represents automatic doors in a transit hub or public building.
- Option C - Command block announcement: Place a command block (requires /give @s command_block in chat). Set the command to:
/title @a title {"text":"Welcome to SmartCity","color":"gold"}. Connect to a button. This represents a public information system or smart sign. - Once your system is working, test it 3 times. Add a sign nearby that explains what the system represents in real-world terms.
- Press F2 to screenshot (or your school's screenshot method - check with your teacher).
- Required shots: (1) Aerial overview of the whole city, (2) Ground-level street shot showing roads and buildings, (3) Your automated system in action, (4) Your most creative or interesting zone (close-up), (5) A "technology detail" - something that represents a digital system.
- Take each screenshot in good lighting (daytime or well-lit area). Screenshots that are dark or inside a structure won't score well.
- Rename your screenshots to match what they show (e.g. "aerial-overview.png", "automated-lighting.png").
- Insert all screenshots into your Word planning document under a heading "Build Gallery".
Upload your 5 screenshots to Connect under Task 6 - Build Gallery.
By the end of this lesson you will submit your complete Task 6 package - planning booklet, screenshots, written explanation, and reflection - via Connect.
- Open your Word document. Under the heading "Digital Technology Explanation", write about 3 specific features of your Minecraft city that represent real-world digital technology.
- For each feature, use this structure: (1) What it is in Minecraft → (2) What it represents in the real world → (3) How it actually works using digital technology.
Example: "The daylight sensor circuit on my main street (Minecraft) represents automatic street lighting (real world). In reality, smart street lights use IoT light sensors that detect ambient light levels and send signals to a controller that switches the lights on or off - saving up to 60% more energy than traditional timer-based systems." - Each explanation should be 3-5 sentences. Use correct digital technology vocabulary (IoT, sensors, data, automation, network, algorithm).
- Under the heading "Reflection", answer these 3 prompts in paragraph form:
Challenge: What was the hardest part of this project and how did you work through it?
Pride: What specific part of your city are you most proud of and why?
Future: If you had more time, what would you add to your city and how would it use digital technology? - Write in full sentences. Aim for 3-5 sentences per prompt.
- Your Word document should contain: (1) City overview and theme description, (2) City map (photograph or digital), (3) Zone descriptions (4 zones), (4) Automated system description, (5) Build Gallery (5+ labelled screenshots), (6) Digital Technology Explanation (3 features, 3-5 sentences each), (7) Reflection (3 prompts answered).
- Proofread the entire document. Check: full sentences throughout, correct spelling, all screenshots labelled, all sections present.
- Save as PDF. Go to connect.det.wa.edu.au, find Task 6, and submit your PDF.
- Also export your Minecraft world as a backup: in Minecraft Education, go to Settings → Storage → Export World. Save the .mcworld file. Submit it via Connect as a second file attachment.
- Show your teacher your submission confirmation before closing your laptop.
Submit your complete Smart City package (PDF + .mcworld) on connect.det.wa.edu.au before the end of class.
By the end of this lesson you will have showcased your Minecraft smart city to at least two classmates, given structured feedback on another student's city, and written a short semester reflection on what you learned.
- Open Minecraft Education and load your smart city world. Set up your screen so classmates can see it clearly.
- Gallery Walk rotation: Every 4 minutes, rotate to view the next person's city. As you explore each city, note: What digital technology does it represent? What's the most impressive zone? What would you add?
- Leave a sticky note (physical) or a Connect comment on each city with one specific compliment and one genuine question about a design choice.
- Class vote categories: Most Creative City, Best Use of Redstone, Most Realistic Smart Technology, Best Overall Build. Your teacher tallies the votes.
- Semester Reflection (10 min). In your workbook, answer these three prompts in full sentences:
- Most valuable thing I learned: What skill, concept, or tool from this semester will stick with me?
- Biggest challenge I overcame: What was genuinely hard, and how did I work through it?
- What I want to learn next: If I could choose one DigiTech topic to explore further, what would it be and why?
If Task 6 is not yet submitted: Connect → Task 6 → upload your Smart City package (PDF + .mcworld) now.
You've completed both modules - 6 tasks, a MakeCode game, a data analysis report, a cybersafety presentation, an extended game, an AI ethics investigation, and a Minecraft smart city. That's a huge achievement. This week is yours.
- Game Dev Jam: Make the wildest MakeCode Arcade game you can in 2 lessons. No requirements. Just build something fun and let classmates play it.
- Smart City Extension: Go back to your Minecraft city and add anything you didn't have time for. A stadium, underground rail system, floating platform, mega tower - your call.
- Class Showcase: Share your favourite work from the semester. Show your game on the Retro Console, walk someone through your smart city, or present your AI report findings to the class.
- Peer Tournament: Host a class Retro Console tournament. Each student submits their best MakeCode game and the class votes on categories: Most Fun, Best Graphics, Hardest Game, Most Creative.