Close message Scootle is currently experiencing a technical issue which may affect logging in for some users. Scootle resources can still be accessed via Guest login. For any questions, please contact [email protected]

Digital technologies / Year 9 and 10 / Digital Technologies Processes and Production Skills

Curriculum content descriptions

Design the user experience of a digital system by evaluating alternative designs against criteria including functionality, accessibility, usability, and aesthetics (ACTDIP039)

Elaborations
  • designing the user interface of a solution using story boards and mock-ups, for example mocking up the product design of an app for people with disability
  • identifying similar digital systems and existing user interfaces, assessing whether their elements can be reused
  • evaluating aspects of the total user experience, that is, all aspects of the system as perceived by the users, for example, a user’s initial experience of setting up and using a system, or a user’s emotional or cultural response to using a digital system
  • designing documentation, branding, and marketing for a digital solution, for example a product demonstration screencast or ‘getting started’ user guide
  • applying the principles and elements of design to a client’s requirements and evaluating the success of a solution through an iterative feedback process, for example using customer feedback to refine a user interface to more effectively provide access to important features
General capabilities
  • Literacy Literacy
  • Critical and creative thinking Critical and creative thinking
  • ICT capability Information and Communication Technology (ICT) capability
ScOT terms

Information and communication technologies,  Critical thinking,  Aesthetics,  User interfaces,  Usability,  Accessibility

Video

Creating the Bubble Popper game

Bubble Popper is a game that combines computer gaming and sport. Listen to Chad and Joshua as they explain their aim in designing this game. What kind of equipment is needed to play it? Why might it be a good idea to make games that involve physical exertion? Use your imagination and think up your own game that combines ...

Online

Book analysis with AI techniques

This learning sequence explores text analysis through Natural Language Processing, a significant application of Artificial Intelligence. Teachers and students are led through a series of video tutorials to develop a Python program that can break down and analyse the content of a complete text and use smart sentiment analysis ...

Online

Level Up: Game design

This unit of work is intended to teach years 9–10 students basic programming, using general purpose programming language.

Online

Managing a group project: Augmented Reality

This is a unit for Year 9 from the Scope and sequence resources from the DT Hub. In this collaborative project, students plan, implement and monitor an AR project. They develop project management skills, collaborate with others and undertake a specific role. Use this flow of activities to plan and assess students against ...

Online

Robotics and embedded systems

This is a unit for Year 10 from the Scope and sequence resources from the DT Hub. A selection of four projects is presented to accommodate a range of student skill levels and interest, teacher background and school resources. Select the relevant project for your students or allow them to choose a project that appeals to ...

Video

Expert webinar video: Russell Scott - Vortals: Augmented reality, virtual reality, 2D, 3D and game design lessons

Russell Scott, Co-Founder of multimedia design company Vortals, demonstrates some of the ways he teaches students about augmented reality, virtual reality, 2D, 3D and game design.

Text

Australian Curriculum: Digital Technologies: years 9-10

This PDF provides a line of sight from content descriptions to achievement standards in the Digital Technologies subject in the Australian Curriculum.

Online

Habits of a Systems Thinker

This lesson introduces some of the skills and concepts involved with Systems Thinking. Students are introduced to a number of Habits of a System Thinker, positive and negative feedback loops and the concept of supra- and subsystems.

Online

Coding a sentimental chatbot in Python

Incorporating 11 tutorial videos and two informative lecture videos, this learning sequence explores natural language processing, a significant application of artificial intelligence. Teachers and students are led through the coding in Python of a chatbot, a conversational program capable of responding in varied ways to ...

Online

Design and deliver

In this lesson sequence students create a website that acts as a showcase for a portfolio of their digital work. They learn about flexible design and how to design a site that can be viewed on a browser using any size of screen.

Text

Australian Curriculum: Digital Technologies key concepts mapping - Years 9 and 10

This PDF uses colour coding to provide a line of sight between key concepts, content descriptions and achievement standards in the Digital Technologies subject in the Australian Curriculum.

Video

DTiF Classroom Exploring AI in the Classroom: Activity discussion

Digital Technologies in Focus curriculum officers discuss a lesson about Artificial Intelligence with Simon Collier and a student.

Online

Hot or not?

This lesson sequence focuses on the incremental or Agile approach to development and encourages students to follow the evolution of a temperature conversion tool for a Food Technology teacher. It uses an Excel spreadsheet application as the prototyping tool.

Downloadable

digIT Web Design workbook

This lesson provides an introduction and overview to learning HTML and CSS. It provides guidance and tips to help students to create and design their own website.

Text

Asunda review: STEM integration

This article explores the benefits of an interdisciplinary STEM program in the quest for providing students with a holistic approach to problem-solving that reflects real-world practice. This is supported by a conceptual framework that comprises four constructs: systems thinking, situation learning theory, constructivism ...

Text

Kim review: Systems thinking

This article explores the types of systems in our world, their characteristics and how our behaviour can initiate and respond to changes in their performance. The author differentiates between systems thinking and a system and elaborates on those factors that contribute to systemic behaviour.

Text

Supporting the Implementation of Digital Technologies in Disadvantaged Schools: Case study of impact, outcomes and sustainability (2020)

This PDF is an extensive report on the success of the Digital Technologies in Focus (DTiF) project, with a focus on supporting the Implementation of Digital Technologies in disadvantaged schools. The evaluation gathered qualitative data to create rich case study accounts of six schools' engagement in the project and its ...

Text

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.

Video

Expert webinar video: Nathan Alison, Digital Learning and Teaching Victoria (DLTV): Focus on systems thinking. How do we teach it well?

Nathan Alison from Digital Learning and Teaching Victoria (DLTV) explains what systems thinking is and how it is used in the context of Digital Technologies. Nathan explains what we need to consider when teaching digital systems, covering topics such as networks, hardware and software protocols, people and processes.

Text

Supporting Implementation of Digital Technologies: Progress report – Focus on curriculum and pedagogy and learning outcomes (2019)

This PDF is an extensive report on the success of the Digital Technologies in Focus (DTiF) project, with a focus on curriculum and pedagogy and learning outcomes. The evaluation gathered qualitative data to create rich case study accounts of six schools' engagement in the project and its impacts and outcomes.