👆 View a 3-minute video on how to use the Digital Skills Curriculum in your classroom.
Our curriculum supports the development of critical digital skills such as coding and robotics, preparing students for the future and fostering their growth as engaged, global digital citizens.
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Collaboration, Curiosity, Discovery
Play, Innovation, Risk-taking
Collaboration, Creativity, Resilience
Analysis, Communication, Feedback
€9 per student, includes student access & teacher resources.
Get started for 2024/25 View a quick 3 min video Info Sheet FAQsThe equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
A teacher interactive display is a device that allows teachers and students to interact with digital content on a large screen. It can be used for various purposes, such as presenting, annotating, collaborating, and engaging in interactive learning activities. Some examples of teacher interactive displays are SMART Board1, Clevertouch2, and Epson3. These displays have different features and specifications, such as touch sensitivity, embedded computing, software compatibility, and screen size. Teacher interactive displays can enhance the teaching and learning experience by making it more dynamic, collaborative, and fun.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | First Things First: What Comes Next? | Beginner | View Lesson | |
Week 2 | If This, Then That: Conditional Fun! | Beginner | View Lesson | |
Week 3 | Order Up! Sequencing Made Simple | Beginner | View Lesson | |
Week 4 | Number Line Adventure: Step by Step | Beginner | View Lesson | |
Week 5 | Grid Explorer: Navigating the 3x3 | Beginner | View Lesson | |
Week 6 | Big Grid Challenge: Conquering the 4x4 | Beginner | View Lesson |
Create Fun Stories and Simple Adventures in Scratch Jr!
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Introduction to Scratch Jr. | Beginner | View Lesson | |
Week 1 | On the Move: Getting Characters in Action | Beginner | View Lesson | |
Week 2 | Dance Party: Make Your Characters Groove | Beginner | View Lesson | |
Week 3 | Double the Fun: Adding a Friend for a Walk | Beginner | View Lesson | |
Week 4 | City Cruise: Driving Through the Streets | Beginner | View Lesson | |
Week 5 | Ready, Set, Race! Programming Speedy Sprites | Beginner | View Lesson | |
Week 6 | Floating in Space: Looping with the Spaceman | Beginner | View Lesson |
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
The Bee-Bot is a child-friendly, programmable robot designed to introduce young students to basic programming concepts, including sequencing and problem-solving. This bee-shaped robot measures approximately 13 cm by 10 cm, featuring a simple interface with directional buttons to input commands for movement.
Capable of remembering up to 40 commands, Bee-Bot can move in 15 cm steps and turn 90 degrees, ideal for executing planned sequences. Its durable, colourful design and rechargeable battery via USB make it both classroom-friendly and easy to maintain. Teachers can use Bee-Bots with various thematic mats and accessories to enhance learning across different subjects, promoting creativity and teamwork among students.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Bee-Bot Basics: Forward and Backward Fun! | Beginner | View Lesson | |
Week 2 | Twist and Turn: Bee-Bot’s Lateral Moves | Beginner | View Lesson | |
Week 3 | Flower Power: Planting with Bee-Bots | Beginner | View Lesson | |
Week 4 | Bee-Bot’s Bloom Hunt: Finding Flowers | Beginner | View Lesson | |
Week 5 | Square Dance: Drawing Shapes with Bee-Bot | Beginner | View Lesson | |
Week 6 | Number Tracer: Bee-Bot’s Digital Path | Beginner | View Lesson |
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
A teacher interactive display is a device that allows teachers and students to interact with digital content on a large screen. It can be used for various purposes, such as presenting, annotating, collaborating, and engaging in interactive learning activities. Some examples of teacher interactive displays are SMART Board1, Clevertouch2, and Epson3. These displays have different features and specifications, such as touch sensitivity, embedded computing, software compatibility, and screen size. Teacher interactive displays can enhance the teaching and learning experience by making it more dynamic, collaborative, and fun.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | First in Line: What Comes Next? | Beginner | View Lesson | |
Week 2 | Cause and Effect: If This Happens, Then What? | Beginner | View Lesson | |
Week 3 | Sequence Master: Putting Events in Order | Beginner | View Lesson | |
Week 4 | Number Path: Step-by-Step Navigation | Beginner | View Lesson | |
Week 5 | Grid Navigator: Cracking the 4x4 Code | Beginner | View Lesson | |
Week 6 | Grid Masters: Exploring the 5x5 Adventure | Beginner | View Lesson |
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | On the Move: Getting Characters in Action | Beginner | View Lesson | |
Week 2 | Dance Party: Make Your Characters Groove | Beginner | View Lesson | |
Week 3 | Double the Fun: Adding a Friend for a Walk | Beginner | View Lesson | |
Week 4 | City Cruise: Driving Through the Streets | Beginner | View Lesson | |
Week 5 | Ready, Set, Race! Programming Speedy Sprites | Beginner | View Lesson | |
Week 6 | Floating in Space: Looping with the Spaceman | Beginner | View Lesson |
Becoming Robot Programmers: BeeBots Take on New Challenges!
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
The Bee-Bot is a child-friendly, programmable robot designed to introduce young students to basic programming concepts, including sequencing and problem-solving. This bee-shaped robot measures approximately 13 cm by 10 cm, featuring a simple interface with directional buttons to input commands for movement.
Capable of remembering up to 40 commands, Bee-Bot can move in 15 cm steps and turn 90 degrees, ideal for executing planned sequences. Its durable, colourful design and rechargeable battery via USB make it both classroom-friendly and easy to maintain. Teachers can use Bee-Bots with various thematic mats and accessories to enhance learning across different subjects, promoting creativity and teamwork among students.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Bee-Bot Basics: Forward and Backward Fun! | Beginner | View Lesson | |
Week 2 | Twist and Turn: Bee-Bot’s Lateral Moves | Beginner | View Lesson | |
Week 3 | Flower Power: Planting with Bee-Bots | Beginner | View Lesson | |
Week 4 | Bee-Bot's Bloom Hunt: Finding Flowers | Beginner | View Lesson | |
Week 5 | Square Dancing: Drawing Shapes with Bee-Bot | Beginner | View Lesson | |
Week 6 | Number Tracer: Bee-Bot’s Digital Path | Beginner | View Lesson |
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
A teacher interactive display is a device that allows teachers and students to interact with digital content on a large screen. It can be used for various purposes, such as presenting, annotating, collaborating, and engaging in interactive learning activities. Some examples of teacher interactive displays are SMART Board1, Clevertouch2, and Epson3. These displays have different features and specifications, such as touch sensitivity, embedded computing, software compatibility, and screen size. Teacher interactive displays can enhance the teaching and learning experience by making it more dynamic, collaborative, and fun.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Pattern Play: Spot the Sequence | Beginner | View Lesson | |
Week 2 | Which One's Different? The Odd One Out | Beginner | View Lesson | |
Week 3 | What Happens Next? First/Then Fun! | Beginner | View Lesson | |
Week 4 | Grid Games: Mapping the 3x3 | Beginner | View Lesson | |
Week 5 | Mastering the Maze: Navigating the 4x4 | Beginner | View Lesson | |
Week 6 | Dance Commands: Creating Move Algorithms | Beginner | View Lesson |
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Move and Groove: The Dance Party Begins! | Beginner | View Lesson | |
Week 2 | City Cruise: Driving Through the Streets | Beginner | View Lesson | |
Week 3 | Floating in Space: Looping with the Spaceman | Beginner | View Lesson | |
Week 4 | Dribble and Dunk: Basketball Fun with Scratch Jr. | Beginner | View Lesson | |
Week 5 | Ready, Set, Go! The Great Frog vs. Pig Race | Beginner | View Lesson | |
Week 6 | Talk It Out: Programming a Fun Conversation | Beginner | View Lesson | |
Week 7 | Maze Master: Help Your Character Escape! | Beginner | View Lesson |
Explore Electricity in Action by Building Real-World Circuits!
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
Snap Circuits are hands-on learning kits designed to teach students about electronics and circuit design in an intuitive and interactive way. These kits consist of various electronic components like resistors, switches, motors, and speakers that snap together on a plastic grid—no soldering required.
Each kit comes with easy-to-follow instructions that guide students through the construction of working circuits to create projects like radios, alarms, and doorbells. This practical approach helps students understand the basics of electrical circuits and the functionality of different components by seeing and modifying the circuits they build.
Snap Circuits are durable, reusable, and expandable, making them an ideal resource for classroom settings. They foster critical thinking, problem-solving, and creativity, providing a foundational understanding of electrical engineering concepts through engaging, real-world applications.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Electric Light and Switch | Beginner | View Lesson | |
Week 2 | Electric Light and Press Switch | Beginner | View Lesson | |
Week 3 | Motor Fan and Press Switch | Beginner | View Lesson | |
Week 4 | LED Circuit | Beginner | View Lesson | |
Week 5 | LED Circuit and Phototransistor | Beginner | View Lesson | |
Week 6 | Conduction | Beginner | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Introduction to Coding | Beginner | View Lesson | |
Week 1 | Scratch Tutorial | Quiz | Beginner | View Lesson |
Week 2 | A Dancing Cat and Bat | Quiz Challenge | Beginner | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Animal Sounds | Quiz Challenge | Beginner | View Lesson |
Week 2 | Crabby Cursor Chaser | Quiz Challenge | Beginner | View Lesson |
Week 3 | Rainbow Paintbrush | Quiz Challenge | Beginner | View Lesson |
Week 4 | Shark Tank | Quiz Challenge | Intermediate | View Lesson |
Week 5 | Balloon Pop Game | Quiz Challenge | Intermediate | View Lesson |
Week 6 | Story Adventures | Quiz Challenge | Intermediate | View Lesson |
Week 7 | Dino food game | Quiz Challenge | Intermediate | View Lesson |
Week 8 | Brainstorming Blast | Advanced | View Lesson |
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Animating Characters: Moving and Changing Costumes | Quiz Challenge | Beginner | View Lesson |
Week 2 | Loop it! Making Movements Repeat | Quiz Challenge | Beginner | View Lesson |
Week 3 | Talking and Timing: Adding Dialogue and Delays | Quiz Challenge | Beginner | View Lesson |
Week 4 | Animating a Conversation: Kiran and Ripley in Space | Quiz Challenge | Beginner | View Lesson |
Week 5 | Backgrounds in Motion: Scene Transitions | Quiz Challenge | Beginner | View Lesson |
Week 6 | Hide and Seek: Making Characters Appear and Disappear | Quiz Challenge | Beginner | View Lesson |
Week 7 | Broadcasting Signals: Triggering Actions Like a Pro | Quiz Challenge | Beginner | View Lesson |
Week 8 | The Big Finale: Create Your Own Animated Story! | Beginner | View Lesson |
From Simple to Sparks, build exciting circuits in the classroom
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
Snap Circuits are hands-on learning kits designed to teach students about electronics and circuit design in an intuitive and interactive way. These kits consist of various electronic components like resistors, switches, motors, and speakers that snap together on a plastic grid—no soldering required.
Each kit comes with easy-to-follow instructions that guide students through the construction of working circuits to create projects like radios, alarms, and doorbells. This practical approach helps students understand the basics of electrical circuits and the functionality of different components by seeing and modifying the circuits they build.
Snap Circuits are durable, reusable, and expandable, making them an ideal resource for classroom settings. They foster critical thinking, problem-solving, and creativity, providing a foundational understanding of electrical engineering concepts through engaging, real-world applications.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Electric Light and Switch | Beginner | View Lesson | |
Week 2 | Electric Light and Press Switch | Beginner | View Lesson | |
Week 3 | Motor Fan and Press Switch | Beginner | View Lesson | |
Week 4 | LED Circuit | Beginner | View Lesson | |
Week 5 | LED Circuit and Phototransistor | Beginner | View Lesson | |
Week 6 | Conduction | Beginner | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Introduction to Coding | Beginner | View Lesson | |
Week 1 | Scratch Tutorial | Quiz | Beginner | View Lesson |
Week 2 | A Dancing Cat and Bat | Quiz Challenge | Beginner | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Traffic Light Sequence | Quiz Challenge | Beginner | View Lesson |
Week 2 | Frog Frenzy | Quiz Challenge | Beginner | View Lesson |
Week 3 | Create a character | Quiz Challenge | Beginner | View Lesson |
Week 4 | Banana Stamp | Quiz Challenge | Beginner | View Lesson |
Week 5 | Virtual Pet | Quiz Challenge | Beginner | View Lesson |
Week 6 | Fish Tank Clicker | Quiz Challenge | Intermediate | View Lesson |
Week 7 | GIFtastic | Quiz Challenge | Intermediate | View Lesson |
Week 8 | Brainstorming Blast | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Introducing MakeCode Arcade | Quiz Challenge | Beginner | View Lesson |
Week 2 | Avoid the Enemy | Quiz Challenge | Beginner | View Lesson |
Week 3 | Cherry Collection | Quiz Challenge | Beginner | View Lesson |
Week 4 | Beat The Clock | Quiz Challenge | Intermediate | View Lesson |
Week 5 | Arcade Build Battles | Intermediate | View Lesson | |
Week 6 | Maze Madness | Quiz Challenge | Advanced | View Lesson |
Week 7 | Fruit Frenzy | Quiz Challenge | Advanced | View Lesson |
Week 8 | Game Lab | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Meet the Microbit | Quiz Challenge | Beginner | View Lesson |
Week 2 | Emojis | Quiz Challenge | Beginner | View Lesson |
Week 3 | Microbit Dice | Quiz Challenge | Beginner | View Lesson |
Week 4 | Temperature Tales | Quiz Challenge | Beginner | View Lesson |
Week 5 | Compass | Quiz Challenge | Intermediate | View Lesson |
Week 6 | Animation | Quiz Challenge | Intermediate | View Lesson |
Week 7 | Music Maker | Quiz Challenge | Advanced | View Lesson |
Week 8 | Microbit Lab | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Introduction to Coding | Quiz | Beginner | View Lesson |
Week 1 | Scratch Tutorial | Quiz Challenge | Beginner | View Lesson |
Week 2 | Paddle Ball Game | Quiz Challenge | Beginner | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Diver Game | Quiz Challenge | Beginner | View Lesson |
Week 2 | Star Chaser | Quiz Challenge | Beginner | View Lesson |
Week 3 | Maze Game | Quiz Challenge | Beginner | View Lesson |
Week 4 | Text to Speech | Quiz Challenge | Beginner | View Lesson |
Week 5 | Pattern Snake | Quiz Challenge | Intermediate | View Lesson |
Week 6 | Easter Egg Catch | Quiz Challenge | Intermediate | View Lesson |
Week 7 | Sound effects | Quiz Challenge | Advanced | View Lesson |
Week 8 | Build Battles | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Introducing MakeCode Arcade | Quiz Challenge | Beginner | View Lesson |
Week 2 | Shark Attack | Quiz Challenge | Beginner | View Lesson |
Week 3 | Monkey Mayhem | Quiz Challenge | Beginner | View Lesson |
Week 4 | Target Test | Quiz Challenge | Beginner | View Lesson |
Week 5 | Arcade Build Battles | Intermediate | View Lesson | |
Week 6 | Prison Break | Quiz Challenge | Advanced | View Lesson |
Week 7 | Car Collector | Quiz Challenge | Advanced | View Lesson |
Week 8 | Game Lab | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Meet the Microbit | Quiz Challenge | Beginner | View Lesson |
Week 2 | Microbit Light Clapper | Quiz Challenge | Beginner | View Lesson |
Week 3 | Microbit Step Counter | Quiz Challenge | Beginner | View Lesson |
Week 4 | Sound level | Quiz Challenge | Beginner | View Lesson |
Week 5 | Microbit Fruit and Veg Piano | Quiz Challenge | Intermediate | View Lesson |
Week 6 | Microbit Compass and Thermometer | Quiz Challenge | Intermediate | View Lesson |
Week 7 | Microbit Hot Potatoe | Quiz Challenge | Advanced | View Lesson |
Week 8 | Microbit Lab | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Introduction to Coding | Quiz | Beginner | View Lesson |
Week 1 | Scratch Tutorial | Quiz Challenge | Beginner | View Lesson |
Week 2 | Paddle Ball Game | Quiz Challenge | Beginner | View Lesson |
Code Like a Creator, Design Amazing Games and Animations with Scratch!
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Banana Jump | Quiz Challenge | Beginner | View Lesson |
Week 2 | Penalty Shootout | Quiz Challenge | Beginner | View Lesson |
Week 3 | Racing Car | Quiz Challenge | Beginner | View Lesson |
Week 4 | Music Video | Quiz Challenge | Intermediate | View Lesson |
Week 5 | Red v Green v Blue | Quiz Challenge | Intermediate | View Lesson |
Week 6 | Space Shooter | Quiz Challenge | Advanced | View Lesson |
Week 7 | Make a Clock | Quiz Challenge | Advanced | View Lesson |
Week 8 | Build Battles | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | First Arcade Project | Quiz Challenge | Beginner | View Lesson |
Week 2 | Space Dodge | Quiz Challenge | Beginner | View Lesson |
Week 3 | Bat Battle | Quiz Challenge | Beginner | View Lesson |
Week 4 | Prison Break | Quiz Challenge | Intermediate | View Lesson |
Week 5 | Arcade Build Battles | Intermediate | View Lesson | |
Week 6 | Dino Jump | Quiz Challenge | Advanced | View Lesson |
Week 7 | Monster Battle Arena | Quiz Challenge | Advanced | View Lesson |
Week 8 | Game Lab | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Exploring Microbits | Quiz | Beginner | View Lesson |
Week 2 | Reaction Timer | Quiz Challenge | Beginner | View Lesson |
Week 3 | Microbit Magic 8 Ball | Quiz Challenge | Beginner | View Lesson |
Week 4 | Creating a Microbits Alarm System | Quiz Challenge | Intermediate | View Lesson |
Week 5 | Designing a Microbits Weather Station | Quiz Challenge | Intermediate | View Lesson |
Week 6 | Microbit Finder | Quiz Challenge | Advanced | View Lesson |
Week 7 | Microbit Pet | Quiz Challenge | Advanced | View Lesson |
Week 8 | Microbit Lab | Advanced | View Lesson |
Microbit Makers: Code Light Shows & Interactive Projects!
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Microbit LED Strip | Quiz Challenge | Beginner | View Lesson |
Week 2 | LED Strip Clapper | Quiz Challenge | Beginner | View Lesson |
Week 3 | Microbit LED Strip Thermometer | Quiz Challenge | Beginner | View Lesson |
Week 4 | Shooting Stars | Quiz Challenge | Intermediate | View Lesson |
Week 5 | LED Flags | Quiz Challenge | Intermediate | View Lesson |
Week 6 | LED Stacking | Quiz Challenge | Advanced | View Lesson |
Week 7 | LED Strip Precision Game | Quiz Challenge | Advanced | View Lesson |
Week 8 | Microbit Lab | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Introduction to Coding | Quiz | Beginner | View Lesson |
Week 1 | Scratch Tutorial | Quiz Challenge | Beginner | View Lesson |
Week 2 | Paddle Ball Game | Quiz Challenge | Beginner | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Translate | Quiz Challenge | Beginner | View Lesson |
Week 2 | Shark Swim | Quiz Challenge | Beginner | View Lesson |
Week 3 | Autonomous Car | Quiz Challenge | Intermediate | View Lesson |
Week 4 | Pattern Creator | Quiz Challenge | Intermediate | View Lesson |
Week 5 | Attack of the Dots | Quiz Challenge | Intermediate | View Lesson |
Week 6 | Rocket Lander | Quiz Challenge | Advanced | View Lesson |
Week 7 | Scratch Platformer | Quiz Challenge | Advanced | View Lesson |
Week 8 | Build Battles | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | First Arcade Project | Quiz Challenge | Beginner | View Lesson |
Week 2 | Monkey Mayhem | Quiz Challenge | Beginner | View Lesson |
Week 3 | Space Shooter | Quiz Challenge | Beginner | View Lesson |
Week 4 | Platform Place | Quiz Challenge | Intermediate | View Lesson |
Week 5 | Arcade Build Battles | Intermediate | View Lesson | |
Week 6 | Galaxy Ghosts | Quiz Challenge | Advanced | View Lesson |
Week 7 | Donut Rush | Quiz Challenge | Advanced | View Lesson |
Week 8 | Game Lab | Advanced | View Lesson |
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Exploring Microbits | Quiz | Beginner | View Lesson |
Week 2 | Microbit Sensor Graphs | Quiz Challenge | Beginner | View Lesson |
Week 3 | Exactly 11 | Quiz Challenge | Intermediate | View Lesson |
Week 4 | Microbit Bop It Game | Quiz Challenge | Intermediate | View Lesson |
Week 5 | Microbit Voting System | Quiz Challenge | Intermediate | View Lesson |
Week 6 | Microbit Paddle Ball | Quiz Challenge | Intermediate | View Lesson |
Week 7 | Microbit Zombies | Quiz Challenge | Advanced | View Lesson |
Week 8 | Microbit Lab | Advanced | View Lesson |
Microbit Makers: Code Light Shows & Interactive Projects!
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Microbit LED Strip | Quiz Challenge | Beginner | View Lesson |
Week 2 | LED Strip Clapper | Quiz Challenge | Beginner | View Lesson |
Week 3 | Microbit LED Strip Thermometer | Quiz Challenge | Beginner | View Lesson |
Week 4 | Shooting Stars | Quiz Challenge | Intermediate | View Lesson |
Week 5 | LED Flags | Quiz Challenge | Intermediate | View Lesson |
Week 6 | LED Stacking | Quiz Challenge | Advanced | View Lesson |
Week 7 | LED Strip Precision Game | Quiz Challenge | Advanced | View Lesson |
Week 8 | Microbit Lab | Advanced | View Lesson |
Robotics Champions: Animate & Control Your Microbit Car!
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | Build your Traffic Lights | Quiz | Beginner | View Lesson |
Week 1 | Microbit Traffic Lights | Quiz Challenge | Beginner | View Lesson |
Week 2 | Traffic Light Reaction Game | Quiz Challenge | Beginner | View Lesson |
Week 3 | Pedestrian Crossing | Quiz Challenge | Beginner | View Lesson |
Week 4 | Build your Move Motor Sensor Car | Quiz Challenge | Intermediate | View Lesson |
Week 5 | Line Following Car | Quiz Challenge | Intermediate | View Lesson |
Week 6 | Car Distance Sensors | Quiz Challenge | Intermediate | View Lesson |
Week 7 | Tilt Remote Control Car | Quiz Challenge | Advanced | View Lesson |
Week 8 | Traffic Lights and Car Communication | Quiz Challenge | Advanced | View Lesson |
Discover AI and learn how to program it using Scratch.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in lessons in this course. Please note that these items can be shared among students if necessary.
Unit | Lesson | Level | ||
---|---|---|---|---|
Week 1 | An Introduction to AI Models | Quiz | Beginner | View Lesson |
Week 1 | Create an Image Model | Quiz | Intermediate | View Lesson |
Week 2 | Scratch AI Rock, Paper, Scissors Game | Quiz Challenge | Intermediate | View Lesson |
Week 3 | Create a Pose Model | Quiz | Intermediate | View Lesson |
Week 3 | Scratch AI Pose Space Game | Quiz Challenge | Advanced | View Lesson |
Week 4 | Crafting Your Own AI Project | Advanced | View Lesson |
Students can use any of the following devices to access and use the Digital Skills Curriculum:
No you don't need to install any software. Students view the modules and lessons of the curriculum using a web browser.
The Digital Skills Curriculum costs the following per student for a full school year:
Yes, not every school has one device per student and in those cases students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Some of our digital skills curriculum modules require additional equipment to enhance the learning experience. These modules are designed to engage students with hands-on activities that complement the digital skills being taught. If your school does not have the necessary equipment, we can provide it for an additional cost. Please contact us for a detailed list of required equipment and associated pricing to ensure your students have everything they need for a comprehensive learning experience.
No prior coding experience is required to use the Digital Skills Curriculum. It's designed to be accessible and engaging for beginners and advanced learners alike.
At the beginning of grade there's an optional introduction module that's for beginner students. This introduces them to coding & digital skills and ramps them up so they can continue with the main modules of that grade.
No you don't need to do all the modules.
Schools can decide how much they want to do. Some schools might just do one module in the school year whilst others have more regular digital skills classes and do all three modules.
Many schools face this challenge, and our curriculum and platform are designed to accommodate mixed-age or split classes.
You have a few options for how to use the curriculum, depending on what works best for your students:
Additionally, if some students progress quickly, they can always move on to the next level of modules as needed.
Yes, the Digital Skills Curriculum is covered by the government school book scheme. This scheme, which has been expanded to include all Junior Cycle and primary school students, ensures that schoolbooks and core classroom resources are provided free of charge
"I love that the platform's format and level are perfectly suited to my students' needs, and the variety of fantastic topics keeps them excited. It has also made my life as a teacher easier by simplifying lesson planning, so I no longer have to worry about preparing lessons during the summer."
3rd Year, Oatlands College
"What I like most about the platform is that it's easy to use and follow. Checking on the students progress or what they might be stuck on is a great tool also."
2nd Year, Coláiste Ghlór na Mara
"Yes, I would absolutely recommend the platform to other teachers. It transforms coding into an engaging, enjoyable experience for students while supporting teachers with valuable insights into student progress, making it easy to support and guide each learner effectively."
4th Class, Castle Park School
"The platform has had a significant impact on my students' learning. The interactive lessons and hands-on projects kept them engaged and helped them build real-world coding skills."
Transition Year, Rathdown School
"The Digital Skills Curriculum has had a hugely positive impact in my classroom. Within just a few weeks, my first-year students have gained basic knowledge in JavaScript, which has created an exciting buzz around coding. Having a structured and accessible resource has been instrumental in supporting their progress."
Transition Year, Goatstown Educate Together Secondary School
"To date, the platform has had a very positive impact on our students' learning. Students are now more engaged with current up-to-date and relevant content."
1st Year, Naas CBS
"The Coding Ireland platform is user friendly for both teachers and students. It provides endless amounts of resources and guides to help every step of the way. Coding can be a daunting prospect to students at first but thanks to the Coding Ireland platform our students have come to enjoy our lessons immensely. I could not recommend the platform enough."
5th Class, Willow Park School
"The Coding Ireland platform has made a significant impact on my students' learning by making coding fun and accessible for everyone in the classroom. It's helped them not only learn coding skills but also build confidence as problem-solvers and critical thinkers."
4th Class, Castle Park School
"I appreciate the progress tracking tools the most. They allow me to quickly identify and address any learning gaps, ensuring all students are on track and improving in their coding abilities."
4th Class, Castle Park School
"I would recommend the platform to other teachers because it's user freindly for teachers of all ability/backround in coding. It provides an easy to use curriculum and layout which makes it easier for teachers to plan classes/activities."
2nd Year, Coláiste Ghlór na Mara
"I would recommend this platform to other teachers because it combines engaging, student-friendly content with a teacher-friendly format, allowing educators to focus more on supporting students rather than spending extra time on planning. It's been a valuable addition for both my students and myself."
3rd Year, Oatlands College
"We like the way everything is bundled in one simple to use platform, for all our coding teachers to easily access, working from one plan."
1st Year, Naas CBS
"What I like most about the platform is its student-friendly design. Students follow a step by step tutorial for each project. I also like the flexibility Coding Ireland offers. It allows students to work at their own pace, which is great for learners at different skill levels."
Transition Year, Rathdown School
"Integrating the Coding Ireland platform has transformed how my students learn. They genuinely enjoy the engaging content, and it keeps them interested and motivated, making a noticeable difference in their learning experience."
3rd Year, Oatlands College
"This platform has had a great impact on our students learning. It's great to have a curriculum and program for them to follow which they can test themselves on at the end with a quiz."
2nd Year, Coláiste Ghlór na Mara
"I would highly recommend this platform to other teachers. It's a powerful tool for teaching coding, whether you're working with beginners or students with some prior experience. The platform's user-friendly interface, interactive lessons, and real-world projects make it easy to integrate into the classroom, and it's designed in a way that supports a variety of learning styles."
Transition Year, Rathdown School
"We would highly recommend the platform to other teachers simply because it helps engage students and includes lesson plans, assessments, powerpoints and teaching & learning resources."
1st Year, Naas CBS
"Yes, I would definitely recommend the Digital Skills Curriculum to other teachers. It's not only engaging for students but also offers the structure and resources teachers need to provide effective differentiation and support for all learners, helping students build skills and confidence from day one."
Transition Year, Goatstown Educate Together Secondary School
"Yes, it allows for self-paced learning and the projects are pitched at a good level. It also allows for differentiation as children can do additional tasks once the main learning outcomes have been reached"
6th Class, Ballycroneen NS
"I appreciate the constant bank of knowledge the curriculum provides, which students can refer to as they move through each step. This feature enables me to differentiate effectively, catering to a variety of learning needs within the classroom."
Transition Year, Goatstown Educate Together Secondary School
"It has had a great impact on our students' learning. It has allowed them to gain experience and new skills in STEM education and has given them an insight into the basics of coding and robotics."
6th Class, Ballycroneen NS
"Coding Ireland has been a wonderful addition to our school curriculum in Willow Park."
5th Class, Willow Park School