Australia · ACARA Content Descriptions
Year 2 Technologies
Students develop foundational skills in computational thinking and digital literacy through hands-on play and problem solving. They explore how data represents ideas and how sequences of steps create digital solutions while considering the impact of technology on their community.

Thinking in Steps: Algorithms and Logic
Students learn to break down daily tasks into clear sequences and explore how robots follow specific instructions.
Identifying and following sequences in everyday life like making a sandwich or getting ready for school.
Using basic directional language to move a peer or a physical floor robot through a maze.
Introduction to block-based logic using visual symbols to represent actions.

The Secret Language of Data
Students explore how information can be organized and represented using symbols and digital patterns.
Classifying physical objects and digital images based on shared characteristics.
Creating simple charts and representations to communicate findings from a class survey.
Discovering how computers use patterns like on and off to represent more complex ideas.

Hardware Heroes and Software Stars
An investigation into the physical parts of a computer and the programs that make them work.
Identifying the main internal and external components of common digital devices.
Understanding how we give information to machines and how they respond to us.
Exploring how different devices connect to each other to share information.

Safe Travels in Cyberspace
Developing essential habits for staying safe, respectful, and responsible when using digital tools.
Learning that what we do online leaves a permanent trail and why privacy matters.
Practicing positive communication and understanding the impact of our words in digital spaces.
Creating strong secrets to protect our digital work and personal information.

Designing Solutions
Applying design thinking to identify problems in the school environment and create digital or physical prototypes.
Observing the classroom to find things that could be improved with a digital solution.
Drawing and modeling ideas before building them with technology.
Testing ideas with classmates and making changes based on what they say.

Creative Coding
Bringing it all together by creating a simple interactive project using basic programming concepts.
Using code to make letters move, change color, or make sounds when clicked.
Building a short interactive story with a beginning, middle, and end using simple triggers.
Presenting final projects and explaining the logic behind the code to an audience.