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Browse by Grade: Year 2

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.

8 units·48 topics·Ages 7-8
1

Thinking in Steps: Algorithms and Logic

6 topics·Term 1

Students learn to break down daily tasks into clear sequences and explore how robots follow specific instructions.

Everyday Sequences: Recipes for Success

Students identify and follow sequences in everyday life, such as making a sandwich or getting ready for school, to understand basic algorithmic thinking.

Role PlayCollaborative Problem-Solving
Robot Navigation: Basic Commands

Students use basic directional language to program a peer or a physical floor robot to navigate a simple maze, focusing on precise instructions.

Stations RotationProblem-Based Learning
Visual Programming: Block-Based Logic

Students are introduced to block-based programming by using visual symbols to represent actions and create simple sequences.

Stations RotationThink-Pair-Share
Debugging Basics: Finding the Glitches

Students learn to identify and correct errors in simple sequences of instructions, understanding the concept of debugging.

Collaborative Problem-SolvingHot Seat
Conditional Choices: If/Then Statements

Students explore simple conditional logic by creating rules that dictate different actions based on specific conditions.

Role PlayDecision Matrix
Sequencing Stories: Plotting Events

Students arrange story cards or images into a logical sequence, understanding the importance of order in narratives.

Timeline ChallengeThink-Pair-Share
2

The Secret Language of Data

6 topics·Term 1

Students explore how information can be organized and represented using symbols and digital patterns.

Classifying Objects: Sorting Our World

Students classify physical objects and digital images based on shared characteristics, understanding the need for organization.

Stations RotationGallery Walk
Visualizing Information: Picturing Data

Students create simple charts and pictorial representations to communicate findings from a class survey, learning about data visualization.

Decision MatrixCase Study Analysis
Binary Basics: Digital Symbols

Students discover how computers use patterns like 'on' and 'off' (binary) to represent more complex ideas, such as letters or numbers.

Escape RoomPeer Teaching
Collecting Data: Our Class Survey

Students learn to formulate simple questions and collect data from their classmates, understanding the first step in data analysis.

Round RobinCollaborative Problem-Solving
Interpreting Simple Graphs

Students practice reading and interpreting simple pictographs and bar graphs to draw conclusions from presented data.

Think-Pair-ShareCase Study Analysis
Data in Our World: Everyday Examples

Students identify examples of data in their daily lives, such as weather forecasts, sports scores, or library book categories.

Carousel BrainstormWalk and Talk
3

Hardware Heroes and Software Stars

6 topics·Term 2

An investigation into the physical parts of a computer and the programs that make them work.

Computer Anatomy: Inside the Box

Students identify the main internal and external components of common digital devices and their basic functions.

Case Study AnalysisConcept Mapping
Interacting with Machines: Input and Output

Students understand how they provide information to machines (input) and how machines respond (output) through various devices.

Carousel BrainstormExperiential Learning
Connecting Devices: Peripherals and Plugs

Students explore how different devices connect to each other, both wired and wirelessly, to share information and extend functionality.

Gallery WalkJigsaw
Software's Role: Apps and Programs

Students differentiate between hardware and software, understanding that software provides instructions for hardware to perform tasks.

Concept MappingThink-Pair-Share
Networks: Sharing Information

Students are introduced to the basic concept of networks, understanding how devices can share information with each other.

World CaféSimulation Game
Everyday Digital Devices

Students identify and categorize various digital devices they use at home and school, understanding their primary functions.

Stations RotationGive One, Get One
4

Safe Travels in Cyberspace

6 topics·Term 2

Developing essential habits for staying safe, respectful, and responsible when using digital tools.

Online Identity: My Digital Footprint

Students learn that online actions leave a permanent trail and explore the importance of privacy and responsible sharing.

Role PlayFishbowl Discussion
Digital Etiquette: The Kind Keyboard

Students practice positive communication and understand the impact of their words and actions in digital spaces.

Role PlayDecision Matrix
Account Security: Password Power

Students learn to create strong, memorable passwords and understand their role in protecting personal digital information.

Escape RoomPeer Teaching
Screen Time Balance: Healthy Habits

Students discuss and identify healthy habits for screen time, understanding the importance of balancing digital and non-digital activities.

Philosophical ChairsHuman Barometer
Reliable Sources: Trusting Information

Students begin to question the reliability of information found online and understand that not everything on the internet is true.

Document MysteryThink-Pair-Share
Asking for Help: When Things Go Wrong Online

Students learn to identify situations where they need to ask a trusted adult for help when encountering uncomfortable or confusing online content.

Role PlayCase Study Analysis
5

Designing Solutions

6 topics·Term 3

Applying design thinking to identify problems in the school environment and create digital or physical prototypes.

Problem Identification: Finding the Problem

Students observe their classroom or school environment to identify problems that could be addressed with a digital or designed solution.

Experiential LearningCarousel Brainstorm
Brainstorming Ideas: Creative Solutions

Students generate multiple ideas for solving identified problems, encouraging divergent thinking and creativity.

Graffiti WallWorld Café
Prototyping: Paper Prototypes

Students draw and model their ideas using low-fidelity materials like paper, focusing on visualizing their concepts before digital implementation.

Project-Based LearningMuseum Exhibit
Testing and Iteration: The Feedback Loop

Students test their prototypes with classmates, gather feedback, and make iterative changes to improve their designs.

Gallery WalkExpert Panel
Materials and Tools: Choosing Wisely

Students explore different materials and tools, both digital and physical, and consider their suitability for various design tasks.

Stations RotationDecision Matrix
User Needs: Who Are We Designing For?

Students consider the needs and preferences of the people who will use their solution, understanding user-centered design.

Inquiry CircleRole Play
6

Creative Coding

6 topics·Term 3

Bringing it all together by creating a simple interactive project using basic programming concepts.

Introduction to Coding Environment

Students become familiar with a block-based coding environment, understanding the interface and basic functions.

Flipped ClassroomExperiential Learning
Animating Text: Animate Your Name

Students use code to make letters move, change color, or make sounds when clicked, personalizing their first coding project.

Peer TeachingExperiential Learning
Interactive Stories: Digital Storytelling

Students build a short interactive story with a beginning, middle, and end using simple triggers and event-based programming.

Role PlayProject-Based Learning
Adding Sprites and Backgrounds

Students learn to add and manipulate characters (sprites) and backgrounds in their coding projects to create richer visual environments.

Experiential LearningThink-Pair-Share
Sharing and Reflecting: The Tech Showcase

Students present their final interactive projects, explaining their design choices and the logic behind their code to an audience.

Museum ExhibitPeer Teaching
Movement and Direction

Students program sprites to move in different directions and at varying speeds using directional blocks.

Experiential LearningProblem-Based Learning
7

Digital Tools for Learning

6 topics·Term 4

Students explore various digital tools to create, communicate, and collaborate effectively in different learning contexts.

Creating Digital Art

Students use simple drawing and painting software to create digital artwork, exploring different tools and effects.

Experiential LearningGallery Walk
Writing with Word Processors

Students learn basic word processing skills, including typing, formatting text, and inserting images to create simple documents.

Peer TeachingStations Rotation
Presenting Ideas Digitally

Students create simple digital presentations using images and text to share information or tell a story.

Project-Based LearningMuseum Exhibit
Collaborative Digital Projects

Students work together on a shared digital document or presentation, learning about real-time collaboration tools.

Collaborative Problem-SolvingJigsaw
Digital Story Creation

Students use simple digital tools to combine images, sounds, and text to create their own short digital stories or comics.

Project-Based LearningRAFT Writing
Using Digital Cameras and Devices

Students learn how to take and manage digital photos and videos using cameras or tablets.

Experiential LearningStations Rotation
8

Technology in Our Community

6 topics·Term 4

Students investigate how technology is used in their local community and its impact on daily life.

Technology at Home

Students identify and discuss various technologies used in their homes and their functions.

Carousel BrainstormThink-Pair-Share
Technology at School

Students explore how technology is used in their school for learning, communication, and administration.

Gallery WalkInquiry Circle
Technology in Our Town

Students investigate how technology is used in local businesses, services, and public spaces.

World CaféExpert Panel
Impact of Technology: Good and Bad

Students discuss the positive and negative impacts of technology on individuals and the community.

Philosophical ChairsFormal Debate
Future Technologies: Imagining Tomorrow

Students brainstorm and imagine future technologies that could solve problems or improve life in their community.

Carousel BrainstormProject-Based Learning
Technology for Communication

Students explore how technology helps people communicate over distances, like video calls or emails.

Role PlayThink-Pair-Share