Digital technologies / Year 5 and 6 / Digital Technologies Processes and Production Skills

Curriculum content descriptions

Define problems in terms of data and functional requirements drawing on previously solved problems (ACTDIP017)

Elaborations
  • checking existing solutions to identify features that are transferable to new but similar digital solutions, for example identifying if there are any similarities (such as user age and special requirements) between an existing game and a new game to be created – in terms of the types of data and the needs of the users
  • investigating characteristics of user interfaces that are common for particular types of problems, for example, touch screens – many people respond more intuitively than when using a keyboard or stylus; and the consistent placement of symbols helps with performing actions that require speed, for example in games
  • using and interpreting data, establishing the root cause of a problem, for example using an annotated diagram to identify omissions, duplications or mismatches of data
  • describing in simple terms the nature of a problem and what a solution needs to achieve, for example what need the problem is associated with, who the solution is needed for, what data are needed and what features the solution would need to include
General capabilities
  • Literacy Literacy
  • Numeracy Numeracy
  • Critical and creative thinking Critical and creative thinking
  • ICT capability Information and Communication Technology (ICT) capability
ScOT terms

Problem solving,  Functionality

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Mossman State School – PL ecosystem

This document illustrates the network of people and resources that make up Mossman State School's Professional Learning ecosystem.

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Computational thinking poster

This infographic provides an overview overview of the concepts related to computational thinking.

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Teaching and supporting project management in the F-6 classroom

This PDF gives educators an overview of what project management is and ideas on how they can implement project management skills in the F-6 classroom.

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Australian Curriculum: Digital Technologies: years 5-6

This PDF provides a line of sight from content descriptions to achievement standards.

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South Kalgoorlie Primary School – Timeline

This document presents the milestones in South Kalgoorlie Primary School's participation in the Digital Technologies in Focus project.

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Wodonga South Primary School – Timeline

This document presents the milestones in Wodonga South Primary School's participation in the Digital Technologies in Focus project.

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Scratch 3.0 tutorial

This tutorial provides step-by-step instructions to support the learning of Scratch, a visual programming language. The tutorial is designed for educators who would like to learn how to use Scratch.

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Mossman State School – Timeline

This document presents the milestones in Mossman State School's participation in the Digital Technologies in Focus project.

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Bethany Christian School – PL ecosystem

This document illustrates the network of people and resources that make up Bethany Christian School's Professional Learning ecosystem.

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Green Hill Public School – Timeline

This document presents the milestones in Green Hill Public School's participation in the Digital Technologies in Focus project.

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South Kalgoorlie Primary School – Progress report 3

This video explains the progress that South Kalgoorlie Primary School has made in the Digital Technologies in Focus project. It is the third in a series of four.

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Classroom ideas: Choose your own adventure: years 3-6

This PDF provides a sequence of activities that allow students to view and create planning templates and algorithms when making 'Choose Your Own Adventure' stories. Older students can use the visual programming language Scratch to build their stories.

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Micro:bit missions: Take a chance on me (Integrating Mathematics): years 6-8

This resource comprises two activities that allow students to explore the concept of chance in Mathematics. Students use computational thinking while using a micro:bit as a digital system to generate and collect data. Students implement programs involving branching and iteration in visual and general-purpose programming languages.

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Lockwood & Mooney review: Computational thinking

This article provides a literature review of how computational thinking fits into a school curriculum. The aim of the report is to provide educators with an overview of the current research in this field and the work that is being done in teaching computational thinking.

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Green Hill Public School – Project proposal

This PDF outlines Green Hill Public School's proposal to participate in the Digital Technologies in Focus project.

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St Mary’s Primary School – Project proposal

This PDF outlines St Mary's Primary School's proposal to participate in the Digital Technologies in Focus project.

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South Kalgoorlie Primary School – Project proposal

This PDF outlines South Kalgoorlie Primary School's proposal to participate in the Digital Technologies in Focus project.

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St Mary’s Primary School – Timeline

This document presents the milestones in St Mary's Primary School's participation in the Digital Technologies in Focus project.

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Wodonga South Primary School

Wodonga South Primary School caters for students in years F-6 and has approximately 540 students. Simon Collier is the curriculum officer who works with the school to support implementation of the Australian Curriculum: Digital Technologies. Teachers at the school have chosen to focus their project on professional learning ...

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Computational thinking cut out cards

This set of printable cards provides definitions of six aspects of computational thinking.