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

Curriculum content descriptions

Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input (ACTDIP011)

Elaborations
  • designing and implementing a simple interactive digital solution using a visual programming language, for example preparing the content and design of a simple guessing game that provides options in English and an Asian language
  • using different design tools to record ways in which digital solutions will be developed, for example creating storyboards or flowcharts to record relationships or instructions about content or processes
  • exploring common elements of standard user interfaces that are familiar and appeal to users, for example navigation links on the left and top of web pages to help users interact with the site
  • implementing programs that make decisions on the basis of user input or choices such as through selecting a button, pushing a key or moving a mouse to ‘branch’ to a different segment of the solution
  • creating options for users to make choices in solutions, for example a user input and branching mechanism such as buttons in a slideshow
General capabilities
  • Numeracy Numeracy
  • Critical and creative thinking Critical and creative thinking
  • ICT capability Information and Communication Technology (ICT) capability
ScOT terms

Algorithms,  Branching

Online

Computational thinking

Find out about Computational thinking. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Design thinking

Find out about Design thinking. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Game-based learning

Find out about Game-based learning. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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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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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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Visual programming

Find out about Visual programming. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Robotics

Find out about robotics. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Girls in tech

Find out about Girls in tech. Use this topic from the Digital Technologies Hub to learn more, get ideas about how to teach about it, find out what other schools are doing and use the applications and games in the classroom.

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Classroom ideas: exploring digital technologies through shopping: years 3-6

This PDF demonstrates how using concepts derived from age-appropriate content, combined with multiple points of entry to and exit from a shopping-related task might remove barriers to learning. Students engage in purposeful and authentic open-ended explorations that require critical and creative thinking and incorporate ...

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Activities that promote Digital Technologies concepts and incorporate Numeracy: part 3: Compass rose

This video provides suggestions for ways in which Digital Technologies can be used to develop students' learning in the Numeracy Learning Progression.

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ACARA sample assessment task: years 3-4: Classifying living or non-living things

This resource provides strategies for assessing aspects of the Digital Technologies subject in the Australian Curriculum that relate to data using contexts from other learning areas and General Capabilities, including Science, Mathematics, Numeracy and Literacy. The resource includes an assessment planner and rubric, as ...

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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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Australian Curriculum: Digital Technologies: years 3-4

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

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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.

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Introducing algorithms

In this sequence of lessons, students design a sequence of steps for others to follow. They convey their instructions to peers and evaluate the work of others to determine if the outcome was successful.

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Australian Curriculum: Digital Technologies key concepts mapping: years 3-4

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.

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Scratch 2.0 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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Visual programming with Scratch: years 3-6

This comprises a collection of sample activities that incorporate visual programming (Scratch) into teaching and learning programs. They show the possibilities Scratch offers for integration. The projects are incomplete and are designed to be used as samples for inspiration or modification by teachers.

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Makey Makey interactive poster: years 3-4

This PDF provides instructions for students to create an interactive poster using a Makey Makey and the visual programming language Scratch. A Makey Makey is an electronic circuit board, which, when connected to a computer, allows everyday objects to function as keyboards.