Technologies
Technologies enrich and impact on the lives of people and societies globally. Australia needs enterprising individuals who can make discerning decisions about the development and use of technologies and who can independently and collaboratively develop solutions to complex challenges and contribute to sustainable patterns of living. Technologies can play an important role in transforming, restoring and sustaining societies and natural, managed and constructed environments.
The Australian Curriculum: Technologies ensures that all students benefit from learning about and working with traditional, contemporary and emerging technologies that shape the world in which we live. By applying their knowledge and practical skills and processes when using technologies and other resources to create innovative solutions, independently and collaboratively, they develop knowledge, understanding and skills to respond creatively to current and future needs.
The practical nature of the Technologies learning area engages students in critical and creative thinking, including understanding interrelationships in systems when solving complex problems. A systematic approach to experimentation, problem-solving, prototyping and evaluation instils in students the value of planning and reviewing processes to realise ideas.
All young Australians should develop capacity for action and a critical appreciation of the processes through which technologies are developed and how technologies can contribute to societies. Students need opportunities to consider the use and impact of technological solutions on equity, ethics, and personal and social values. In creating solutions, as well as responding to the designed world, students consider desirable sustainable patterns of living, and contribute to preferred futures for themselves and others.
This rationale is extended and complemented by specific rationales for each Technologies subject.
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Introduction to Hardware and Software Sorting Activity
Guide students in understanding the difference between hardware and software with this cut and sort activity.
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Build Your Own Theme Park – Project
A project that gives students the opportunity to learn through building their own theme park.
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Directional Arrows Algorithm Game
A game to help teach your students directional instructions in sequencing (algorithms).
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Electricity and Circuits Teaching Slides for Year 6
Use our editable teaching slides to break down the fundamentals of electricity and circuits for your students.
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Recognising Uppercase and Lowercase Letters on a Keyboard Worksheet
A 26 page collection of worksheets (1 for each letter of the alphabet) to help students recognise uppercase and lowercase letters on a keyboard.
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STEM Investigation - Build A Raft
A STEM investigation about floating and waterproof materials, embedded in a fun fairy tale story.
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Design a Musical Instrument Worksheet
A worksheet that can be used as a design technology task that explores the science of sound.
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Old vs New Communication Devices - Sorting Activity
A fun sorting activity for students to identify old and new communication devices.
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The Evolution of Technology - Research Project
Explores the evolution of technology over time with a handy research project.
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Digital Systems Poster
A poster showing the definition and an example of a digital system.
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Software and Hardware Match-Up Activity
Consolidate students’ understanding of various software and hardware with this word and image match-up activity.
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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.
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The History of Codes - Comprehension Worksheet
Learn about the history and development of Morse code with a comprehension worksheet.
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Build a Pirate Ship STEM Challenge - Early Years
A STEM challenge suitable for students in the early years.
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Comprehension - What Are Coding Systems?
Discover the history of technologies and coding systems with a reading comprehension activity.
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Blank Algorithm Grid - Colour
An activity for students to use when learning about algorithms (directions).
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Cyber Safety Poster - Know the Rules
A cyber safety poster to help the students understand correct online behaviour.
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Occupations in Design and Technology Match-Up Activity
A match-up game linking occupations and the technologies required to successfully perform the job.
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Past and Present Communication Board Game
A fun and engaging board game to consolidate students' understanding of past and present communication devices.
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Data Match-Up Cards (Set 1)
A match-up activity for students to use when exploring data.
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Antonym Coding Robot Mat
Practise coding for kids and matching antonym pairs with a coding robot mat.
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STEM Investigation - Build A Bridge
A STEM investigation about the construction of bridges using everyday materials, embedded in a real-life situation.
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Data Poster
A poster showing the definition and an example of data.
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Binary Poster
A poster showing the definition and an example of binary.
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Negative Impacts of Technology Worksheet
Explore the negative impacts of technology in the community with a pair of printable worksheets.
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Positive Impacts of Technology Worksheet
Exploring the positive impacts of technology in the community with a pair of printable worksheets.
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Reading 8-bit ASCII Codes - Worksheet
A worksheet to assist students in understanding what actual computer code (ASCII- current 8-bit version) looks like.
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Make Your Binary Code Birthday Card Activity
A worksheet for students to use when learning about the total numeric value of a bit code.
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Cyber Safety Poster – Keep Your Details Safe
A cyber safety poster to help the students understand correct online behaviour.
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Cyber Safety Poster - Don't Be a Bystander
A cyber safety poster to help the students understand correct online behaviour.
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Paddock to Plate Data Sorting Worksheet
A cut and paste sorting worksheet for use when learning about raw and manufactured products.
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Networking Digital Systems Brainstorming Worksheets
A brainstorming sheet that encourages students to consider all possible devices that can be networked with a laptop, a computer and a tablet.