Year 3 SyllabusTest

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Year 3 Syllabus

The syllabus is based on the requirement that all students will study both Technologies subjects from Pre-primary to Year 8.

Year Level Description

In Year 3, students further develop understanding and skills in computational thinking, such as categorising and outlining procedures. They have opportunities to create solutions, such as interactive adventures and simple guessing games that may involve user choice.

Students explore digital systems in terms of their components, and peripheral devices, such as digital microscopes, cameras and interactive whiteboards. They collect and present data, developing an understanding of the characteristics of data and their representation.

Students learn to define simple problems using techniques to deduce and explain simple conclusions. They learn to develop their design skills by following prepared algorithms to describe branching (choice of options). Students experiment with appropriate software, including visual programming environments that use graphical elements, such as symbols and pictures to implement their solutions.

Students continue to develop an understanding of communicating ideas and information safely when using digital technologies.

Knowledge and understanding

Digital systems

Digital systems and peripheral devices are used for different purposes (ACTDIK007)

Representation of data

Processes and production skills

Collecting, managing and analysing data

Collect and present different types of data using simple software to create useful information (ACTDIP009)

Digital implementation

Use visually represented sequenced steps (algorithms), including steps with decisions made by the user (branching) (ACTDIP011)

Creating solutions by:

Investigating and defining

Create a sequence of steps to solve a given task (WATPPS16)

Designing

Develop and communicate ideas using labelled drawings and appropriate technical terms (WATPPS17)

Producing and implementing

Select, and safely use, appropriate components with given equipment to make a solution (WATPPS18)

Evaluating

Use criteria to evaluate design processes and solutions developed (WATPPS19)

Collaborating and managing

Work independently, or collaboratively when required, to plan, create and communicate sequenced steps (WATPPS20)

Achievement standard

At Standard, students explore and recognise some differences and the purpose of digital systems and peripheral devices and present data in a variety of ways. Students develop ideas with sequenced steps (algorithms) and branching, using simple software to collect and present data. They work with others to create and communicate ideas and information.

In Digital Technologies, students create sequenced steps (algorithms) to solve a given digital task. They develop and communicate ideas using labelled drawings and appropriate technical terms. Students select and safely use appropriate components with given equipment to make a solution. They use criteria to evaluate design processes and solutions developed. Students work independently, or collaboratively, to plan, safely create and communicate sequenced steps.



The syllabus is based on the requirement that all students will study both Technologies subjects from Pre-primary to Year 8.

Year Level Description

In Year 3, students further develop understanding and skills in computational thinking, such as categorising and outlining procedures. They have opportunities to create solutions, such as interactive adventures and simple guessing games that may involve user choice.

Students explore digital systems in terms of their components, and peripheral devices, such as digital microscopes, cameras and interactive whiteboards. They collect and present data, developing an understanding of the characteristics of data and their representation.

Students learn to define simple problems using techniques to deduce and explain simple conclusions. They learn to develop their design skills by following prepared algorithms to describe branching (choice of options). Students experiment with appropriate software, including visual programming environments that use graphical elements, such as symbols and pictures to implement their solutions.

Students continue to develop an understanding of communicating ideas and information safely when using digital technologies.

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