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.
实际的技术性质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.
A cyber safety poster to help the students understand correct online behaviour.
An editable template for students to consolidate word processing skills.
A cyber safety poster to help the students understand correct online behaviour.
A 26 page collection of worksheets (1 for each letter of the alphabet) to help students recognise uppercase and lowercase letters on a keyboard.
A match-up activity for students to use when exploring data.
A set of 15 coding flashcards on individual A4 pages with four instruction and activity cards to accompany them.
An activity for students to complete when learning how to read and write in code.
48 skills cards for students to use to enhance their word processing skills.
A STEM challenge suitable for students in the middle years.
A comprehension activity relating to technologies and codes.
A STEM investigation about floating and waterproof materials, embedded in a fun fairy tale story.
A match-up activity for students to use when exploring data.
A cyber safety poster to help the students understand correct online behaviour.
A project that gives students the opportunity to learn through building their own theme park.
An Earth and Space project that develops knowledge and understanding of scientific concepts, research skills and writing skills.
A fun design task that encourages creative thinking and design engineering.
A pack of resources to use when celebrating National Tree Day.
16 activity cards for students to use to practise their word processing skills.
A STEM challenge suitable for students in the upper years.
A poster showing the definition and an example of binary codes.
A set of 12 orb robot task cards for students, suitable for middle and upper years.
A STEM investigation about the construction of bridges using everyday materials, embedded in a real-life situation.
A STEM challenge suitable for students in the early years.
A coding robot mat focusing on time on analogue and digital clocks.
A cut and paste sorting worksheet for use when learning about raw and manufactured products.
An engaging design task to encourage creative thinking and design engineering.
A science investigation embedded in a real-world context, where students design a habitat to meet the needs of specific animals.
A match-up activity for students to use when exploring data.
A worksheet that can be used as a design technology task that explores the science of sound.
A brainstorming sheet that encourages students to consider all possible devices that can be networked with a laptop, a computer and a tablet.