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.
Students identify and follow sequences in everyday life, such as making a sandwich or getting ready for school, to understand basic algorithmic thinking.
Students use basic directional language to program a peer or a physical floor robot to navigate a simple maze, focusing on precise instructions.
Students are introduced to block-based programming by using visual symbols to represent actions and create simple sequences.
Students learn to identify and correct errors in simple sequences of instructions, understanding the concept of debugging.
Students explore simple conditional logic by creating rules that dictate different actions based on specific conditions.
Students arrange story cards or images into a logical sequence, understanding the importance of order in narratives.

The Secret Language of Data
Students explore how information can be organized and represented using symbols and digital patterns.
Students classify physical objects and digital images based on shared characteristics, understanding the need for organization.
Students create simple charts and pictorial representations to communicate findings from a class survey, learning about data visualization.
Students discover how computers use patterns like 'on' and 'off' (binary) to represent more complex ideas, such as letters or numbers.
Students learn to formulate simple questions and collect data from their classmates, understanding the first step in data analysis.
Students practice reading and interpreting simple pictographs and bar graphs to draw conclusions from presented data.
Students identify examples of data in their daily lives, such as weather forecasts, sports scores, or library book categories.

Hardware Heroes and Software Stars
An investigation into the physical parts of a computer and the programs that make them work.
Students identify the main internal and external components of common digital devices and their basic functions.
Students understand how they provide information to machines (input) and how machines respond (output) through various devices.
Students explore how different devices connect to each other, both wired and wirelessly, to share information and extend functionality.
Students differentiate between hardware and software, understanding that software provides instructions for hardware to perform tasks.
Students are introduced to the basic concept of networks, understanding how devices can share information with each other.
Students identify and categorize various digital devices they use at home and school, understanding their primary functions.

Safe Travels in Cyberspace
Developing essential habits for staying safe, respectful, and responsible when using digital tools.
Students learn that online actions leave a permanent trail and explore the importance of privacy and responsible sharing.
Students practice positive communication and understand the impact of their words and actions in digital spaces.
Students learn to create strong, memorable passwords and understand their role in protecting personal digital information.
Students discuss and identify healthy habits for screen time, understanding the importance of balancing digital and non-digital activities.
Students begin to question the reliability of information found online and understand that not everything on the internet is true.
Students learn to identify situations where they need to ask a trusted adult for help when encountering uncomfortable or confusing online content.

Designing Solutions
Applying design thinking to identify problems in the school environment and create digital or physical prototypes.
Students observe their classroom or school environment to identify problems that could be addressed with a digital or designed solution.
Students generate multiple ideas for solving identified problems, encouraging divergent thinking and creativity.
Students draw and model their ideas using low-fidelity materials like paper, focusing on visualizing their concepts before digital implementation.
Students test their prototypes with classmates, gather feedback, and make iterative changes to improve their designs.
Students explore different materials and tools, both digital and physical, and consider their suitability for various design tasks.
Students consider the needs and preferences of the people who will use their solution, understanding user-centered design.

Creative Coding
Bringing it all together by creating a simple interactive project using basic programming concepts.
Students become familiar with a block-based coding environment, understanding the interface and basic functions.
Students use code to make letters move, change color, or make sounds when clicked, personalizing their first coding project.
Students build a short interactive story with a beginning, middle, and end using simple triggers and event-based programming.
Students learn to add and manipulate characters (sprites) and backgrounds in their coding projects to create richer visual environments.
Students present their final interactive projects, explaining their design choices and the logic behind their code to an audience.
Students program sprites to move in different directions and at varying speeds using directional blocks.

Digital Tools for Learning
Students explore various digital tools to create, communicate, and collaborate effectively in different learning contexts.
Students use simple drawing and painting software to create digital artwork, exploring different tools and effects.
Students learn basic word processing skills, including typing, formatting text, and inserting images to create simple documents.
Students create simple digital presentations using images and text to share information or tell a story.
Students work together on a shared digital document or presentation, learning about real-time collaboration tools.
Students use simple digital tools to combine images, sounds, and text to create their own short digital stories or comics.
Students learn how to take and manage digital photos and videos using cameras or tablets.

Technology in Our Community
Students investigate how technology is used in their local community and its impact on daily life.
Students identify and discuss various technologies used in their homes and their functions.
Students explore how technology is used in their school for learning, communication, and administration.
Students investigate how technology is used in local businesses, services, and public spaces.
Students discuss the positive and negative impacts of technology on individuals and the community.
Students brainstorm and imagine future technologies that could solve problems or improve life in their community.
Students explore how technology helps people communicate over distances, like video calls or emails.