Australia · ACARA Content Descriptions
Year 4 Technologies
A comprehensive Year 4 technology course that bridges the gap between physical hardware and digital creation. Students progress from understanding data representation and network structures to designing complex visual programs and evaluating the social impact of automation.

The Language of Computers
Students explore how digital systems use symbols and binary to represent data such as text and images.
Investigating how computers use on and off states to represent numbers and complex information.
Understanding how pixels and grids are used to store and display visual information.
Collecting and manipulating data sets to identify trends and solve classroom problems.

Connected Worlds
An exploration of how digital systems connect and the hardware components that make communication possible.
Identifying internal and external components of a computer and their specific functions.
Mapping how information travels between devices across local and global networks.
Developing strategies for protecting personal information and understanding digital footprints.

Logic and Sequences
Building the foundations of computational thinking through offline and online algorithmic puzzles.
Creating and refining precise sequences of instructions to complete physical tasks.
Using 'if-then' logic to create programs that respond to different inputs or conditions.
Translating algorithms into block-based code to create animations and simple interactive stories.

The Design Process
Applying design thinking to identify user needs and create digital prototypes for real-world problems.
Using empathy and observation to understand who we are designing technology for.
Creating low-fidelity models of digital solutions using paper and simple materials.
Iterating on designs based on user testing and constructive peer critique.

Digital Citizenship and Society
Analyzing the impact of technology on daily life and developing ethical habits for digital participation.
Investigating how local businesses and services use technology to improve efficiency.
Understanding copyright, creative commons, and the importance of crediting digital sources.
Reflecting on personal technology use and its effects on physical and mental well-being.

The Grand Challenge
A capstone project where students apply all their skills to solve a specific community or environmental problem.
Selecting a real-world challenge and researching its technological constraints.
Developing a digital or hybrid solution using programming and hardware knowledge.
Presenting the final solution to an audience and reflecting on the design journey.