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Browse by Grade: Year 6

Australia · ACARA Content Descriptions

Year 6 Technologies

Students explore the inner workings of digital systems and develop complex problem solving skills through coding and data analysis. This course emphasizes computational thinking to design sustainable and user centered digital solutions for real world challenges.

6 units·48 topics·Ages 11-12

01Logic and Loops: Advanced Programming

9 topics·Term 1

Students master visual or general purpose programming languages to create interactive projects. They focus on branching, iteration, and user input to build responsive software.

Introduction to Conditional Logic

Students learn the basic structure of 'if-then' statements and apply them to simple programming scenarios.

Think-Pair-ShareProblem-Based Learning
Branching with 'If-Then-Else'

Understanding how 'if-then-else' statements allow programs to make choices based on conditions, providing alternative paths.

Problem-Based LearningCollaborative Problem-Solving
Nested Conditions and Complex Logic

Students explore how to combine multiple conditional statements to handle more complex decision-making scenarios.

Escape RoomCase Study Analysis
Introduction to Loops: Repeating Actions

Students learn the concept of iteration and how 'for' or 'repeat' loops can automate repetitive tasks.

Stations RotationThink-Pair-Share
Conditional Loops: 'While' Loops

Using 'while' loops, students create programs that repeat actions as long as a specific condition remains true.

Problem-Based LearningCollaborative Problem-Solving
Debugging Loops and Conditionals

Students practice identifying and fixing common errors in programs involving loops and conditional statements.

Problem-Based LearningPeer Teaching
Introduction to User Interface (UI) Design

Students learn the basics of designing intuitive and visually appealing interfaces for digital products.

Project-Based LearningGallery Walk
User Experience (UX) Principles

Focusing on how users interact with and feel about a digital product, emphasizing usability and accessibility.

Case Study AnalysisDecision Matrix
Prototyping User Interactions

Students create low-fidelity prototypes to test user interactions and gather early feedback on their designs.

Project-Based LearningPeer Teaching

02Data Detectives: Analysis and Visualization

9 topics·Term 1

Students investigate how data is collected, stored, and interpreted to solve problems. They learn to transform raw numbers into meaningful visual stories.

Introduction to Data Types

Students learn about different types of data (e.g., numbers, text, boolean) and how they are used in digital systems.

Concept MappingThink-Pair-Share
Methods of Data Collection

Exploring methods for gathering accurate data, including surveys, observations, and automated sensors.

Inquiry CircleCase Study Analysis
Data Integrity and Bias

Understanding the importance of checking for errors and biases in collected data to ensure reliability.

Case Study AnalysisPhilosophical Chairs
Introduction to Data Visualization

Students learn the basics of representing data visually using simple charts and graphs.

Gallery WalkThink-Pair-Share
Interpreting Data Visualizations

Students practice extracting insights and drawing conclusions from various types of data visualizations.

Inquiry CircleDecision Matrix
Presenting Data Clearly

Students learn to choose appropriate visual representations (like bar graphs or pictograms) to clearly communicate data findings to an audience.

Project-Based LearningPeer Teaching
Digital Information: On and Off

Students explore the fundamental concept that computers represent all information using only two states, like 'on' or 'off', or 'light' and 'dark'.

Stations RotationExperiential Learning
How Computers See Pictures and Text

Students learn that digital images are made of tiny coloured squares (pixels) and text is represented by codes, allowing computers to store and display them.

Stations RotationExperiential Learning
Digital Sound and File Size

Students understand that sound can be recorded and stored digitally, and that making files smaller (like for sharing online) can sometimes change their quality.

Simulation Game

03Connected Worlds: Networks and Security

9 topics·Term 2

This unit covers the physical and logical components of computer networks. Students learn how data travels across the globe and how to keep it secure.

Introduction to Computer Networks

Students learn the basic components of a network and how devices connect to share resources.

Concept MappingThink-Pair-Share
How Information Travels Online

Students explore the idea that information sent online is broken into small pieces and sent along different paths, eventually rejoining at its destination.

Role PlayExperiential Learning
Rules for Online Communication

Students learn that computers follow common rules (like a shared language) to understand each other when communicating across networks, ensuring smooth information exchange.

Role PlayChalk Talk
The World Wide Web vs. The Internet

Differentiating between the physical infrastructure of the internet and the information system of the World Wide Web.

Concept MappingThink-Pair-Share
Introduction to Cybersecurity Threats

Identifying common threats to digital information, such as viruses, malware, and phishing.

Case Study AnalysisDocument Mystery
Protecting Personal Data Online

Implementing strategies to protect personal data, including strong passwords and privacy settings.

Decision MatrixRole Play
Digital Footprint and Online Reputation

Understanding the concept of a digital footprint and its implications for online reputation and privacy.

Socratic SeminarCase Study Analysis
Connecting with Cables

Students learn about how some devices connect to the internet using physical cables, like the ones that plug into a computer or modem, and why these are sometimes used.

Experiential Learning
Connecting Without Cables (Wi-Fi)

Students explore how devices connect to the internet and each other using wireless signals, like Wi-Fi, and understand factors that affect these connections.

Simulation GameInquiry Circle

04Impacts of Innovation

9 topics·Term 3

Students evaluate the social, ethical, and environmental impact of existing and emerging technologies. They consider their responsibilities as global digital citizens.

The Lifecycle of Digital Devices

Analyzing the environmental impact of digital devices from raw material extraction to manufacturing.

Case Study AnalysisGallery Walk
E-Waste and Recycling Challenges

Understanding the problem of electronic waste and exploring solutions for responsible disposal and recycling.

Carousel BrainstormTown Hall Meeting
Making Tech Last Longer

Students explore simple ways to make their own technology last longer, such as caring for devices, repairing them, and choosing products that are built to be durable.

Chalk TalkProject-Based Learning
Introduction to Automation and Robotics

Students learn about basic automation and the role of robots in various industries and daily life.

Simulation GameThink-Pair-Share
Artificial Intelligence in Everyday Life

Exploring common applications of AI, such as virtual assistants, recommendation systems, and facial recognition.

Case Study AnalysisInquiry Circle
The Changing Landscape of Work

Discussing how robotics and AI are changing jobs, creating new roles, and requiring new skills.

Expert PanelFormal Debate
Digital Divide and Access

Understanding the concept of the digital divide and its impact on access to technology and opportunities.

Socratic SeminarCase Study Analysis
Fairness in AI Decisions

Students discuss how Artificial Intelligence makes decisions and consider if these decisions are always fair, especially when AI is used in everyday tools.

Case Study AnalysisPhilosophical Chairs
Designing for Accessibility

Ensuring technology is designed to be accessible and usable for people with diverse abilities.

Project-Based LearningExpert Panel

05Systems Thinking and Modeling

9 topics·Term 4

Students use computational thinking to model real world systems and predict outcomes. They explore how components interact within a larger structure.

Introduction to Problem Decomposition

Students learn to break down large challenges into smaller, manageable parts that can be solved individually.

Collaborative Problem-SolvingConcept Mapping
Identifying Sub-problems and Dependencies

Focusing on identifying the most critical parts of a problem and understanding how they relate to each other.

Decision MatrixProblem-Based Learning
Introduction to Abstraction

Students learn to remove unnecessary details to focus on the core mechanics of a system or problem.

Concept MappingGallery Walk
Pattern Recognition in Data

Identifying recurring patterns and trends in data to make predictions or simplify solutions.

Inquiry CircleStations Rotation
Algorithmic Thinking

Developing step-by-step instructions (algorithms) to solve problems and perform tasks efficiently.

Problem-Based LearningCollaborative Problem-Solving
Introduction to Digital Simulations

Students learn how to build simple models to test hypotheses and observe system behavior.

Simulation GameExperiential Learning
Variables and Parameters in Simulations

Understanding how changing variables in a simulation affects the final outcome and system behavior.

Inquiry CircleProblem-Based Learning
Simple Models for Real-World Ideas

Students create simple models or simulations to represent real-world ideas, like how a queue works or how a simple game progresses, to understand how things change over time.

Experiential LearningRole Play
Planning a Digital Project

Students learn to plan their digital projects by setting clear goals, breaking tasks into smaller steps, and thinking about what they need to do first, next, and last.

Project-Based LearningCollaborative Problem-Solving

06Digital Systems and Components

3 topics·Term 4

Students explore the fundamental components of digital systems and how they interact to process information.

Inside a Computer: Basic Parts

Students identify and understand the basic physical components of a computer system (e.g., CPU, memory, storage).

Stations RotationConcept Mapping
Software: The Instructions

Students learn that software is a set of instructions that tells the hardware what to do, distinguishing between operating systems and applications.

Think-Pair-ShareExperiential Learning
Input and Output Devices

Students explore various input devices (e.g., keyboard, mouse, microphone) and output devices (e.g., screen, printer, speakers) and their roles.

Gallery WalkExperiential Learning