Browse by Grade: Year 4

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.

6 units·18 topics·Ages 9-10
1

The Language of Computers

3 topics·Data & Analysis

Students explore how digital systems use symbols and binary to represent data such as text and images.

Binary and Patterns

Investigating how computers use on and off states to represent numbers and complex information.

Stations Rotation
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Representing Images with Data

Understanding how pixels and grids are used to store and display visual information.

Decision MatrixGallery Walk
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Organizing and Visualizing Data

Collecting and manipulating data sets to identify trends and solve classroom problems.

Case Study AnalysisProject-Based LearningThink-Pair-Share
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2

Connected Worlds

3 topics·Networks & Security

An exploration of how digital systems connect and the hardware components that make communication possible.

Hardware and Peripherals

Identifying internal and external components of a computer and their specific functions.

Case Study AnalysisJigsaw
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Introduction to Networks

Mapping how information travels between devices across local and global networks.

Concept MappingSimulation GameRole Play
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Digital Security Basics

Developing strategies for protecting personal information and understanding digital footprints.

Case Study AnalysisDecision Matrix
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3

Logic and Sequences

3 topics·Algorithms & Programming

Building the foundations of computational thinking through offline and online algorithmic puzzles.

Step-by-Step Instructions

Creating and refining precise sequences of instructions to complete physical tasks.

Collaborative Problem-SolvingPeer Teaching
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Branching and Decisions

Using 'if-then' logic to create programs that respond to different inputs or conditions.

Escape RoomDecision Matrix
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Visual Programming Basics

Translating algorithms into block-based code to create animations and simple interactive stories.

Project-Based LearningPeer Teaching
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4

The Design Process

3 topics·Design Thinking

Applying design thinking to identify user needs and create digital prototypes for real-world problems.

Defining User Needs

Using empathy and observation to understand who we are designing technology for.

Expert PanelCarousel Brainstorm
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Rapid Prototyping

Creating low-fidelity models of digital solutions using paper and simple materials.

Museum ExhibitGallery Walk
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Testing and Feedback

Iterating on designs based on user testing and constructive peer critique.

Think-Pair-ShareExpert Panel
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5

Digital Citizenship and Society

3 topics·Impacts of Computing

Analyzing the impact of technology on daily life and developing ethical habits for digital participation.

Technology in the Community

Investigating how local businesses and services use technology to improve efficiency.

Experiential Learning
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Ethical Use of Media

Understanding copyright, creative commons, and the importance of crediting digital sources.

Case Study AnalysisSocratic Seminar
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Healthy Digital Balance

Reflecting on personal technology use and its effects on physical and mental well-being.

Fishbowl DiscussionCase Study Analysis
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6

The Grand Challenge

3 topics·Integrated Project

A capstone project where students apply all their skills to solve a specific community or environmental problem.

Problem Identification

Selecting a real-world challenge and researching its technological constraints.

Carousel BrainstormProblem-Based Learning
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Solution Engineering

Developing a digital or hybrid solution using programming and hardware knowledge.

Collaborative Problem-SolvingProject-Based Learning
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Final Showcase

Presenting the final solution to an audience and reflecting on the design journey.

Museum ExhibitPeer TeachingGallery Walk
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