Digital technologies / Year 3 and 4 / Digital Technologies Processes and Production Skills

Curriculum content descriptions

Explain how student solutions and existing information systems meet common personal, school or community needs (ACTDIP012)

Elaborations
  • investigating how information systems are used in communities and explaining what needs are being met, for example students jointly creating a short survey and collecting data about how many community residents use the online library borrowing system to download e-books and why they do or do not
  • imagining and considering alternative uses and opportunities for information systems used in the classroom, for example visiting a virtual museum and being able to feel the texture of historical Asian objects or to view Aboriginal and Torres Strait Islander artworks
  • exploring information systems that suit particular home or personal needs, for example using speech recognition software that can help speakers whose language background is not English, or a system to monitor energy or water consumption in the home
  • testing the adequacy of student solutions, for example asking a classmate to review a digital solution and provide feedback
General capabilities
  • Literacy Literacy
  • Critical and creative thinking Critical and creative thinking
  • Personal and social capability Personal and social capability
  • ICT capability Information and Communication Technology (ICT) capability
ScOT terms

Information management,  Design

Online

Programming projects

This is a unit for Year 4 from the Scope and sequence resources from the DT Hub. The topic of programming is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students develop an understanding of computer programming as a series of instructions.

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Communicate ideas and information

This is a unit for Year 3 from the Scope and sequence resources from the DT Hub. The topic of managing a project and communicating online is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students manage a project and follow the problem ...

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Intro to programming

This is a unit for Year 3 from the Scope and sequence resources from the DT Hub. The topic of algorithms and programming is organised into four key elements. Use this flow of activities to plan and assess students against the relevant achievement standards. Students follow the problem solving process to design and create ...

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Rubbish recording and reduction: Part 2

In this lesson sequence students use Excel to represent data in a variety of ways.

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Rubbish recording and reduction: Part 1

In this lesson sequence students survey and collect data concerning what is brought to school each day and subsequently becomes rubbish. They then use Excel to represent that data in a variety of different ways.

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Create a board game that uses an Ozobot

Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.

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Scratch Creative Computing Guide

There is also a series of units comprising learning activities, paired with assessment activities and templates that can be used to support use of the Scratch (MIT) platform. The Scratch Creative Computing Guide supports assessment activities with visual programming environments.

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Fun projects with language translation

Natural language processing is growing in importance. We often converse with automatic chatbots for customer service without even knowing. We also use online translation services or mobile apps. But how do these services work? Is there artificial intelligence (AI) in them? Three projects are offered to cater for student ...

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Design a quiz - Convicts: crime and punishment

Students design and create a simple game/quiz to demonstrate convict crimes and punishments.

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Can AI guess your emotion?

Discuss emotions as a class, and introduce the idea of artificial intelligence (AI). This lesson can also be used to introduce image classification – a key application of AI. Developed in collaboration with Digital Technologies Institute.

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Agreeing to an ICT agreement

Students work together to brainstorm the dangers, problems and pitfalls in using ICT and online spaces. They collaboratively agree upon a set of protocols and rules for using technology, and develop processes and procedures to follow when using ICT.

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Automated soil moisture sensor

The soil moisture sensor project integrates science understandings and computational thinking to solve a problem about sustainable watering practices. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.

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Note the music

We can program a computer to play music. Conventionally this is done by hard coding, which is the process of coding all possible expected behaviours. Alternatively, we can train an artificial intelligence (AI) computer about what notes go well with others, so it can play a duet with a human musician. Students can make their ...