Years 3 and 4
Learning in Digital Technologies focuses on further developing understanding and skills in computational thinking, such as categorising and outlining procedures; and developing an increasing awareness of how digital systems are used and could be used at home, in school and the local community.
By the end of Year 4, students will have had opportunities to create a range of digital solutions, such as interactive adventures that involve user choice, modelling simplified real world systems and simple guessing games.
In Year 3 and 4, students explore digital systems in terms of their components, and peripheral devices such as digital microscopes, cameras and interactive whiteboards. They collect, manipulate and interpret data, developing an understanding of the characteristics of data and their representation.
Using the concept of abstraction, students define simple problems using techniques such as summarising facts to deduce conclusions. They record simple solutions to problems through text and diagrams and develop their designing skills from initially following prepared algorithms to describing their own that support branching (choice of options) and user input. Their solutions are implemented using appropriate software including visual programming languages that use graphical elements rather than text instructions. They explain, in general terms, how their solutions meet specific needs and consider how society may use digital systems to meet needs in environmentally sustainable ways.
With teacher guidance, students identify and list the major steps needed to complete a task or project. When sharing ideas and communicating in online environments they develop an understanding of why it is important to consider the feelings of their audiences and apply safe practices and social protocols agreed by the class that demonstrate respectful behaviour.
(source: www.australiancurriculum.edu.au)
Achievement Standard
By the end of Year 4, students describe how social, technical and sustainability factors influence the design of solutions to meet present and future needs. They describe features of technologies that influence design decisions and how a range of digital systems can be used.
Students outline and define needs, opportunities or problems. They collect, manipulate and interpret data from a range of sources to support decisions. Students generate and record design ideas for an audience using technical terms and graphical and non-graphical representation techniques including algorithms. They plan a sequence of steps (algorithms) to create solutions, including visual programs. Students plan and safely produce designed solutions for each of the prescribed technologies contexts. They use identified criteria for success, including sustainability considerations, to judge the suitability of their ideas, solutions and processes. Students use agreed protocols when collaborating, and creating and communicating ideas, information and solutions face-to-face and online.
(source: www.australiancurriculum.edu.au)
Achievement Standard
By the end of Year 4, students describe how a range of digital systems (hardware and software) and their peripheral devices can be used for different purposes. They explain how the same data sets can be represented in different ways.
Students define simple problems, design and implement digital solutions using algorithms that involve decision-making and user input. They explain how the solutions meet their purposes. They collect and manipulate different data when creating information and digital solutions. They safely use and manage information systems for identified needs using agreed protocols and describe how information systems are used.
(source: www.australiancurriculum.edu.au)
- Plus Plan
Cyber Safety Poster - Don't Be a Bystander
A cyber safety poster to help the students understand correct online behaviour.
- Free Plan
Cyber Safety Poster - Know the Rules
A cyber safety poster to help the students understand correct online behaviour.
- Plus Plan
Classmate Coding - Flashcards and Activities
Introduce your students to the concept of coding by having them "program" a classmate using coding cards.
- Plus Plan
Word Processing Skills Task Cards
48 skills cards for students to use to enhance their word processing skills.
- Free Plan
Technology Workstation Worksheet - Desktop Computer
A worksheet for students to label the key components of a desktop computer workstation.
- Free Plan
Digital Systems Poster
A poster showing the definition and an example of a digital system.
- Free Plan
Friend or Foe? Positive and Negative Effects of Technology Worksheet
Exploring the positive and negative effects of technology in the community with classroom discussion and worksheets.
- Plus Plan
8-bit Coding Card Packs with Activities
A set of 8-bit coding cards with associated activities to assist students in understanding 8-bit coding.
- Plus Plan
Cyber Safety Poster – Keep Your Details Safe
A cyber safety poster to help the students understand correct online behaviour.
- Plus Plan
Word Processing Activity Cards
16 activity cards for students to use to practise their word processing skills.
- Plus Plan
Algorithm Poster
A poster showing the definition and an example of an algorithm.
- Plus Plan
'I Can' Statements - Technology and Technologies (Middle Primary)
A set of 53 'I can' statement cards linked to the Australian Digital Technologies Curriculum.
- Plus Plan
Technology Workstation Posters - Computer, Laptop & Tablet
Three posters highlighting the key components of a desktop, laptop or table workstation.
- Plus Plan
Life Changing Technologies - Match-Up Activity
A match-up activity linking technologies and technological devices with the function they perform.
- Plus Plan
Data Match-Up Cards (Set 1)
A match-up activity for students to use when exploring data.
- Plus Plan
Data Poster
A poster showing the definition and an example of data.
- Free Plan
Binary Poster
A poster showing the definition and an example of binary.
- Plus Plan
Algorithms Can Be... Poster
A poster showing the different forms algorithms can take.
- Plus Plan
Data Match-Up Cards (Set 3)
A match-up activity for students to use when exploring data.
- Plus Plan
Orb Robot Task Cards
Practice coding concepts with orb robot task cards for students, suitable for middle and upper years.
- Plus Plan
Negative Impacts of Technology Worksheet
Explore the negative impacts of technology in the community with a pair of printable worksheets.
- Plus Plan
Positive Impacts of Technology Worksheet
Exploring the positive impacts of technology in the community with a pair of printable worksheets.
- Plus Plan
Reading 8-bit ASCII Codes - Worksheet
A worksheet to assist students in understanding what actual computer code (ASCII- current 8-bit version) looks like.
- Plus Plan
Binary Codes without Guide Dots to 20 Cards
Coding cards for teachers to use when teaching about the total numeric value of a bit code.
- Plus Plan
Binary Codes to 20 without Guide Dots - Worksheet
An activity for students to complete when learning how to read and write in code.
- Plus Plan
Make Your Binary Code Birthday Card Activity
A worksheet for students to use when learning about the total numeric value of a bit code.
- Plus Plan
Binary Codes with Guide Dots to 20 Cards
Coding cards for teachers to use when teaching about the total numeric value of a bit code.
- Plus Plan
Editable Word Processing Template
An editable template for students to consolidate word processing skills.
- Plus Plan
Wireless Devices Poster
A poster showing the definition and visual representations of wireless devices.
- Free Plan
Binary Codes to 20 with Guide Dots - Worksheet
An activity for students to complete when learning how to read and write in code.
- Plus Plan
Blank Binary Coding Cards - Worksheet
A worksheet to assist students in creating their own binary codes.
- Plus Plan
Binary Coding Cards
Use these binary coding cards to demonstrate how to ‘switch’ a ‘digit’ on or off.