Learning in Digital Technologies builds on concepts, skills and processes developed in the Early Years Learning Framework. It focuses on developing foundational skills in computational thinking and an awareness of personal experiences using digital systems.
By the end of Year 2, students will have had opportunities to create a range of digital solutions through guided play and integrated learning, such as using robotic toys to navigate a map or recording science data with software applications.
In Foundation - Year 2, students begin to learn about common digital systems and patterns that exist within data they collect. Students organise, manipulate and present this data, including numerical, categorical, text, image, audio and video data, in creative ways to create meaning.
Students use the concept of abstraction when defining problems, to identify the most important information, such as the significant steps involved in making a sandwich. They begin to develop their design skills by conceptualising algorithms as a sequence of steps for carrying out instructions, such as identifying steps in a process or controlling robotic devices.
Students describe how information systems meet information, communication and/or recreational needs.
Through discussion with teachers, students learn to apply safe and ethical practices to protect themselves and others as they interact online for learning and communicating.
(source: www.australiancurriculum.edu.au)
By the end of Year 2, students describe the purpose of familiar products, services and environments and how they meet a range of present needs. They list the features of technologies that influence design decisions and identify how digital systems are used.
Students identify needs, opportunities or problems and describe them. They collect, sort and display familiar data from a range of sources and recognise patterns in data. Students record design ideas using techniques including labelled drawings, lists and sequenced instructions. They design solutions to simple problems using a sequence of steps and decisions. With guidance, students produce designed solutions for each of the prescribed technologies contexts. Students evaluate their ideas, information and solutions on the basis of personal preferences and provided criteria including care for the environment. They safely create solutions and communicate ideas and information face-to-face and online.
(source: www.australiancurriculum.edu.au)
By the end of Year 2, students identify how common digital systems (hardware and software) are used to meet specific purposes. They use digital systems to represent simple patterns in data in different ways.
Students design solutions to simple problems using a sequence of steps and decisions. They collect familiar data and display them to convey meaning. They create and organise ideas and information using information systems, and share information in safe online environments.
(source: www.australiancurriculum.edu.au)
Guide students in understanding the difference between hardware and software with this cut and sort activity.
A fun sorting activity for students to identify old and new communication devices.
Consolidate students’ understanding of various software and hardware with this word and image match-up activity.
A poster showing the definition and an example of a digital system.
A match-up activity for students to use when exploring data.
A match-up activity for students to use when exploring data.
A 26 page collection of worksheets (1 for each letter of the alphabet) to help students recognise uppercase and lowercase letters on a keyboard.
A fun and engaging board game to consolidate students' understanding of past and present communication devices.
An activity for students to use when learning about algorithms (directions).
A match-up activity linking technologies and technological devices with the function they perform.
A match-up activity for students to use when exploring data.
A 1 page worksheet for students to use when learning how to write an algorithm.
A match-up activity for students to use when exploring data.
48 skills cards for students to use to enhance their word processing skills.
A set of 15 coding flashcards on individual A4 pages with four instruction and activity cards to accompany them.
A set of 44 'I can' statement cards linked to the Australian Digital Technologies Curriculum.
A match-up activity for students to use when exploring data.
16 activity cards for students to use to practise their word processing skills.
An activity for students to use when learning about algorithms (directions).
A poster showing the definition and an example of basic functions.
Coding cards for teachers to use when teaching about the total numeric value of a bit code.
A coding robot mat focusing on time on analogue and digital clocks.
A worksheet for students to label the key components of a laptop workstation.
A game to help teach your students directional instructions in sequencing (algorithms).
A worksheet for students to use when consolidating their understanding of algorithms.
A worksheet for students to use when writing an algorithm.
A poster showing the different forms algorithms can take.