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Browse by Grade: Year 3

Australia · ACARA Content Descriptions

Year 3 Technologies

Students develop computational thinking skills by decomposing problems, designing algorithms, and exploring how digital systems connect. This course emphasizes responsible technology use and creative problem solving through hands-on programming and data investigations.

6 units·48 topics·Ages 8-9

01The Language of Machines

8 topics·Term 1

An introduction to computational thinking where students learn to break down complex tasks into manageable steps.

Decomposition: Breaking it Down

Learning to take a large problem and split it into smaller, more achievable parts.

Collaborative Problem-SolvingConcept Mapping
Pattern Recognition in Everyday Life

Students identify recurring patterns in daily routines and simple sequences to understand their predictive power.

Stations RotationThink-Pair-Share
Abstraction: Focusing on the Essentials

Students learn to identify the most important information and ignore irrelevant details when solving a problem.

Case Study AnalysisConcept Mapping
Creating Clear Instructions

Students develop precise sequences of steps to complete tasks and guide others.

Role PlayThink-Pair-Share
Sequencing and Ordering Events

Students practice arranging events in a logical order to create a coherent narrative or process.

Timeline ChallengeRound Robin
Introduction to Algorithms

Students define what an algorithm is and explore simple algorithms in everyday activities.

Experiential LearningChalk Talk
Visual Programming Basics

Using block based coding environments to bring algorithms to life on a screen.

Project-Based LearningPeer Teaching
Loops: Repeating Actions

Students learn about repetition and how to use loops in visual programming to make code more efficient.

Simulation GameProblem-Based Learning

02Data Detectives

8 topics·Term 1

Students explore how information is collected, represented, and interpreted in digital systems.

Collecting and Sorting Data

Identifying different types of data and using digital tools to organize them.

Stations RotationCase Study Analysis
Organizing Data with Categories

Students practice categorizing data based on shared attributes and creating simple data tables.

Placemat ActivityThink-Pair-Share
Introduction to Spreadsheets

Students learn the basic functions of a spreadsheet for entering and organizing numerical and textual data.

Flipped ClassroomExperiential Learning
Visualizing Information

Creating charts and graphs to communicate findings to an audience.

Decision MatrixGallery Walk
Bar Graphs and Pictograms

Students create and interpret simple bar graphs and pictograms to represent collected data.

Project-Based LearningMuseum Exhibit
Interpreting Data Visualizations

Students practice drawing conclusions and making inferences from various charts and graphs.

Socratic SeminarThink-Pair-Share
Digital Representation

Understanding that digital systems use different patterns to represent data like images and sound.

Simulation GameStations Rotation
Binary Code Basics

An introduction to binary (0s and 1s) as the fundamental language of computers.

Experiential LearningRole Play

03How Computers Talk

8 topics·Term 2

An exploration of hardware, software, and the networks that connect them.

Parts of a System

Identifying hardware and software components and how they work together.

Case Study AnalysisJigsaw
Input and Output Devices

Students identify and categorize various input (e.g., keyboard, mouse) and output (e.g., screen, printer) devices.

Stations RotationThink-Pair-Share
Software: The Brains of the Machine

Students explore different types of software (operating systems, applications) and their roles.

Role PlayConcept Mapping
Connecting Digital Systems

Students learn that digital systems can connect to each other to share information, both nearby and across the world.

Concept MappingRole Play
Local Networks vs. The Internet

Students distinguish between local area networks (LANs) and the global internet.

JigsawWorld Café
Sharing Information Online

Students explore simple ways information is shared between devices, focusing on common examples like sending emails or sharing photos.

Role PlaySimulation Game
Staying Safe Online

Developing strategies for protecting personal information and being a good digital citizen.

Case Study AnalysisDecision Matrix
Digital Footprint and Privacy

Students learn about their digital footprint and the importance of protecting personal privacy online.

Philosophical ChairsTown Hall Meeting

04Tech for Good

8 topics·Term 3

Investigating the impact of technology on people, the environment, and society.

Technology and Society

Examining how new tools change the way we live and work.

Think-Pair-ShareExpert Panel
Technology in Daily Life

Students identify and discuss various technologies used in their homes, schools, and communities.

Gallery WalkWorld Café
The Evolution of Technology

Students explore how technologies have changed over time and the reasons for these changes.

Timeline ChallengeMuseum Exhibit
Sustainable Tech

Looking at the environmental footprint of digital devices and how to reduce waste.

Problem-Based LearningExperiential Learning
Recycling and E-Waste

Students learn about the environmental impact of electronic waste and the importance of recycling.

Collaborative Problem-SolvingTown Hall Meeting
Energy Consumption of Devices

Students investigate how much energy digital devices use and ways to conserve energy.

Case Study AnalysisInquiry Circle
Designing for Everyone

Understanding accessibility and why it is important to build tech for all abilities.

Collaborative Problem-SolvingRole Play
Assistive Technologies

Students explore various assistive technologies that help people with disabilities use digital tools.

Expert PanelCase Study Analysis

05The Designer's Studio

8 topics·Term 4

Using the design process to create solutions for real world problems.

Defining the Problem

Researching user needs and clearly stating the challenge to be solved.

Carousel BrainstormInquiry Circle
Empathizing with Users

Students conduct simple interviews and observations to understand user perspectives and challenges.

Role PlayCase Study Analysis
Brainstorming Solutions

Generating a wide range of creative ideas to address the defined problem.

Graffiti WallCarousel Brainstorm
Prototyping Ideas

Creating low fidelity models to test early concepts and gather feedback.

Experiential LearningStations Rotation
Sketching and Storyboarding

Students use sketches and storyboards to visualize their ideas and plan the user experience.

Project-Based LearningConcept Mapping
Building Simple Models

Students create physical or digital low-fidelity models to represent their design concepts.

Experiential LearningStations Rotation
Testing and Iterating

Using feedback to improve a design through multiple versions.

Gallery WalkDecision Matrix
Gathering User Feedback

Students learn methods for collecting constructive feedback from potential users.

Inquiry CircleAcademic Speed Dating

06Creative Coding Lab

8 topics·Term 4

Applying all learned skills to develop an interactive digital project.

Planning a Project

Creating a storyboard and project plan for a digital game or animation.

Project-Based LearningConcept Mapping
Designing Game Mechanics

Students define rules, goals, and interactions for their digital game.

Collaborative Problem-SolvingDecision Matrix
Creating Digital Assets

Students design and create simple characters, backgrounds, and sounds for their projects.

Project-Based LearningExperiential Learning
Debugging Challenges

Identifying and fixing errors in code to ensure the program runs correctly.

Escape RoomCollaborative Problem-Solving
Testing and Troubleshooting

Students systematically test their programs to find errors and troubleshoot issues.

Peer TeachingInquiry Circle
Refining Code for Efficiency

Students learn to optimize their code by using loops and conditionals effectively.

Problem-Based LearningFlipped Classroom
The Big Reveal

Presenting the final digital product and explaining the design choices made.

Museum ExhibitPeer Teaching
Giving and Receiving Feedback

Students practice providing constructive feedback on peers' projects and reflecting on feedback received.

Gallery WalkSave the Last Word