Computing Technology 7–10 (2022)
Overview
Syllabus overview
Organisation of Computing Technology 7–10
The organisation of outcomes and content for Computing Technology 7–10 illustrates the important role of systems thinking and computational thinking in the development of Design thinking through projects.
Figure 1 shows the organisation of Computing Technology 7–10.
[FIGURE]
Figure 1: Organisation of focus areas in Computing Technology 7–10
Image long description: A content diagram for Computing Technology 7–10 shows how Systems thinking and Computational thinking are connected via Design thinking through projects. Systems thinking is shown as a key process in the learning and understanding of enterprise information systems. This includes modelling networks and social connections, designing for user experience and analysing data. Computational thinking is shown as a key process in the learning and understanding of software development. This includes building mechatronic and automated systems, creating games and simulations and developing apps and web software.
Life Skills outcomes and content
Students with disability can access the syllabus outcomes and content in a range of ways. Decisions regarding curriculum options should be made in the context of collaborative curriculum planning.
Some students with intellectual disability may find the Years 7–10 Life Skills outcomes and content the most appropriate option to follow in Stage 4 and/or Stage 5. Before determining whether a student is eligible to undertake a course based on Life Skills outcomes and content, consideration should be given to other ways of assisting the student to engage with the Stage 4 and/or Stage 5 outcomes, or prior stage outcomes if appropriate. This assistance may include a range of adjustments to teaching, learning and assessment activities.
Life Skills outcomes cannot be taught in combination with other outcomes from the same subject. Teachers select specific Life Skills outcomes to teach based on the needs, strengths, goals, interests and prior learning of each student. Students are required to demonstrate achievement of one or more Life Skills outcomes.
Protocols for collaborating with Aboriginal and Torres Strait Islander Communities
NESA is committed to working in partnership with Aboriginal Communities and supporting teachers, schools and schooling sectors to improve educational outcomes for young people.
It is important to respect appropriate ways of interacting with Aboriginal Communities and Cultural material when teachers plan, program and implement learning experiences that focus on Aboriginal and Torres Strait Islander Priorities.
Indigenous Cultural and Intellectual Property (ICIP) protocols need to be followed. Aboriginal and Torres Strait Islander Peoples’ ICIP protocols include Cultural Knowledges, Cultural Expression and Cultural Property and documentation of Aboriginal and Torres Strait Islander Peoples’ identities and lived experiences. It is important to recognise the diversity and complexity of different Cultural groups in NSW, as protocols may differ between local Aboriginal Communities.
Teachers should work in partnership with Elders, parents, Community members, Cultural Knowledge Holders, or a local, regional or state Aboriginal Education Consultative Group. It is important to respect Elders and the roles of men and women. Local Aboriginal Peoples should be invited to share their Cultural Knowledges with students and staff when engaging with Aboriginal histories and Cultural Practices.
Creating written texts supports learning
The development of the Computing Technology 7–10 Syllabus follows Recommendation 2: ‘Clarify and strengthen writing content in syllabus documents’ from Teaching Writing: Report of the Thematic Review of Writing (NESA 2018).
Creating written texts facilitates learning as it promotes explicitness, encourages the integration of ideas, supports reflection, fosters personal engagement and aids learners to think about the significance and implication of ideas. Each subject has particular and specific writing demands relevant for communicating within and about the discipline. Writing about content enhances understanding across subjects and stages.
The secondary curriculum includes:
- systematic development of expectations for creating written texts which align with the English K–10 Syllabus (2022)
- explicit writing content to support students to become fluent creators of texts and to deepen their understanding of the subject area
- opportunities to practise the process of creating written texts to develop and communicate knowledge, understanding and ideas
- a focus on development of word consciousness and precise use of subject-specific terminology.
Creating written texts refers to the act of composing and constructing a text for a particular purpose, audience and context.
Various methods of transcription may be employed, and a student’s preferred communication form(s) should be considered when teaching.
Balance of content
The amount of content associated with a given outcome is not necessarily indicative of the amount of time spent engaging with the respective outcome. Teachers use formative and summative assessment to determine instructional priorities and the time needed for students to demonstrate expected outcomes.
In considering the intended learning, teachers make decisions about the sequence and emphasis to be given to particular groups of content based on the needs and abilities of their students.
Course description
Courses
The Computing Technology 7–10 Syllabus includes 4 elective courses:
- Computing Technology 200-hour elective
- Computing Technology 100-hour elective
- Computing Technology Life Skills 200-hour elective
- Computing Technology Life Skills 100-hour elective.
Focus of learning
Computing Technology 7–10 provides students with essential knowledge, understanding and skills of computational design and systems thinking. The syllabus encourages creativity, collaboration and ethical technology use. Through practical experiences in coding, data analysis and digital systems, students develop knowledge and skills to contribute to an increasingly technology-focused world.
What students learn
Students develop knowledge and understanding about enterprise information systems and software development. Through practical application, students individually and collaboratively design, produce and evaluate creative solutions using a range of computing technologies.
Students explore how the application of computing technologies can impact society and the environment and contribute to solving real-world challenges. As creators of digital solutions, students investigate the social, ethical and legal responsibilities of using data while considering privacy and cybersecurity principles.
Students develop knowledge and skills in using a range of hardware and software applications. Students learn to problem-solve and recognise career opportunities through an exploration of current and emerging computing technologies and practices.
Course requirements
100-hour and 200-hour elective course requirements
Computing Technology 7–10 may be studied as a 100-hour or a 200-hour course. The content available for Stage 4 is identical to Stage 5. When teaching the course in Stage 4, the Stage 5 outcomes may be adjusted as appropriate to the needs of students in Years 7 and 8.
All outcomes must be programmed for 100-hour and 200-hour courses.
Safety and risk management
Schools are required to ensure they follow safety and risk management in delivering the Computing Technology 7–10 Syllabus.
100-hour elective course requirements
Students are required to undertake:
- at least one Enterprise Information Systems focus area
- at least one Software Development focus area
- 2–3 focus areas either individually or combined
- practical learning and project work for most of the course time
- at least one group project.
200-hour elective course requirements
Students are required to undertake:
- at least 2 Enterprise Information Systems focus areas
- at least 2 Software Development focus areas
- 4–6 focus areas either individually or combined
- practical learning and project work for most of the course time
- at least one group project.
Life Skills – 100-hour and 200-hour elective courses
For Computing Technology 7–10 Life Skills:
- Students are required to demonstrate achievement of one or more Computing Technology 7–10 Life Skills outcomes.
- Outcomes and content should be selected to meet the particular needs of individual students.
- The focus areas provide possible frameworks for addressing the Computing Technology 7–10 Life Skills outcomes and content and are suggestions only. Teachers have the flexibility to select, group and sequence outcomes and content to meet the needs, strengths, goals, interests and prior learning of their students.
- Where appropriate, students should have the opportunity to engage in practical learning or project work. Some students with disability may require adjustments in order to engage in practical experiences.
- Collaborative activities provide opportunities for students to develop communication and interpersonal skills. Where appropriate, students should have the opportunity to collaborate on tasks. Some students may require explicit teaching of collaboration skills.
Course enrolment details
Computing Technology – 200-hour elective
- Course number: 1611
- Course hours: 200
- Enrolment type: Elective
Exclusions
- Computing Technology Life Skills – 200-hour elective: 1613
Students may not access Life Skills outcomes and other outcomes from the same subject.
Computing Technology – 100-hour elective
- Course number: 1612
- Course hours: 100
- Enrolment type: Elective
Exclusions
- Computing Technology Life Skills – 100-hour elective: 1614
Students may not access Life Skills outcomes and other outcomes from the same subject.
Computing Technology Life Skills – 200-hour elective
- Course number: 1613
- Course hours: 200
- Enrolment type: Elective
Exclusions
- Computing Technology – 200-hour elective: 1611
Students may not access Life Skills outcomes and other outcomes from the same subject.
Computing Technology Life Skills – 100-hour elective
- Course number: 1614
- Course hours: 100
- Enrolment type: Elective
Exclusions
- Computing Technology – 100-hour elective: 1612
Students may not access Life Skills outcomes and other outcomes from the same subject.
RoSA information
Information about curriculum requirements for the RoSA are available on Assessment Certification Examination (ACE).
Rationale
Studying Computing Technology 7–10 enables students to develop skills in the specific application of computing technologies and to develop digital solutions applicable to a range of industrial, commercial and recreational contexts.
Computing Technology 7–10 focuses on computational, design and systems thinking. It also develops data analysis and programming (coding) skills. The knowledge and skills developed in the course enable students to contribute to an increasingly technology-focused world.
When studying Computing Technology 7–10, students have opportunities to develop skills in analysing data, designing for user experience, connecting people and systems, developing websites and apps, building mechatronic systems, and creating simulations or games. Students use hardware and software to manage and secure data. They also investigate the social, ethical and legal responsibilities of using data as creators of digital solutions while considering privacy and cybersecurity principles.
Students engage with contemporary and advancing technologies that improve access and participation in society. Students explore the impact of innovations in computing technology on society and the environment. They develop skills using a range of hardware and software applications, including multimedia, digital media, virtual and augmented realities, gaming, graphical data and visualisations, networks and devices.
The Computing Technology 7–10 Syllabus builds on the knowledge and skills developed in the Digital Technologies context in the Technology 7–8 Syllabus. Students advance their computing skills across technical knowledge, social and cultural awareness, project management and thinking skills. They are able to transfer knowledge to new situations, building on technical skills and experiences. Students improve their project-management skills through planning, collaboration, communicating ideas, engaging in processes and designing solutions.
Students become increasingly confident, creative, efficient and discerning when using and developing a range of digital products/solutions. They expand their understanding of related work environments while developing skills to equip them for further education, vocational pathways and personal interests.
Aim
The study of Computing Technology in Years 7–10 enables students to:
- become safe and responsible users of computing technologies and developers of innovative digital solutions
- develop an understanding of the interrelationships between technical knowledge, social awareness and project management
- develop their ability to think creatively to produce and evaluate products
- develop skills through practical application and design to produce and evaluate creative solutions using a range of computing technologies.
Table of outcomes
Secondary (7–10)
| Focus area | Stage 4 | Stage 5 | Related Life Skills for Stages 4/5 |
|---|---|---|---|
| Enterprise information systems: Modelling networks and social connections | CT4-ADJ-01 in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 |
CT5-SAF-01 selects and applies safe, secure and responsible practices in the ethical use of data and computing technology CT5-DPM-01 applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-COL-01 manages, documents and explains individual and collaborative work practices CT5-EVL-01 understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-DAT-01 explains how data is stored, transmitted and secured in digital systems and how information is communicated in a range of contexts CT5-DAT-02 acquires, represents, analyses and visualises simple and structured data |
CTLS-SAF-01 uses computing technologies and data safely and responsibly CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-DAT-01 uses data in everyday contexts CTLS-DAT-02 recognises that data can be represented in different forms |
| Enterprise information systems: Designing for user experience | CT4-ADJ-01 in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 |
CT5-SAF-01 selects and applies safe, secure and responsible practices in the ethical use of data and computing technology CT5-DPM-01 applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-COL-01 manages, documents and explains individual and collaborative work practices CT5-DAT-01 explains how data is stored, transmitted and secured in digital systems and how information is communicated in a range of contexts CT5-COM-01 communicates ideas, processes and solutions using appropriate media CT5-THI-01 applies computational, design and systems thinking to the development of computing solutions CT5-DAT-02 acquires, represents, analyses and visualises simple and structured data CT5-DES-01 designs and creates user interfaces and the user experience |
CTLS-SAF-01 uses computing technologies and data safely and responsibly CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-DAT-01 uses data in everyday contexts CTLS-COM-01 communicates ideas, processes or solutions CTLS-THI-01 participates in planning computing projects using computational, design and systems thinking CTLS-DAT-02 recognises that data can be represented in different forms CTLS-DES-01 collaborates to develop user interfaces and user experiences |
| Enterprise information systems: Analysing data | CT4-ADJ-01 in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 |
CT5-DPM-01 applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-EVL-01 understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-DAT-01 explains how data is stored, transmitted and secured in digital systems and how information is communicated in a range of contexts CT5-COM-01 communicates ideas, processes and solutions using appropriate media CT5-THI-01 applies computational, design and systems thinking to the development of computing solutions CT5-DAT-02 acquires, represents, analyses and visualises simple and structured data |
CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-DAT-01 uses data in everyday contexts CTLS-COM-01 communicates ideas, processes or solutions CTLS-THI-01 participates in planning computing projects using computational, design and systems thinking CTLS-DAT-02 recognises that data can be represented in different forms |
| Software development: Building mechatronic and automated systems | CT4-ADJ-01 in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 |
CT5-DPM-01 applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-COL-01 manages, documents and explains individual and collaborative work practices CT5-EVL-01 understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-OPL-01 designs, produces and evaluates algorithms and implements them in a general-purpose and/or object-oriented programming language CT5-THI-01 applies computational, design and systems thinking to the development of computing solutions |
CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-ALG-01 develops simple algorithms CTLS-THI-01 participates in planning computing projects using computational, design and systems thinking |
| Software development: Creating games and simulations | CT4-ADJ-01 in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 |
CT5-SAF-01 selects and applies safe, secure and responsible practices in the ethical use of data and computing technology CT5-DPM-01 applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-COL-01 manages, documents and explains individual and collaborative work practices CT5-EVL-01 understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-COM-01 communicates ideas, processes and solutions using appropriate media CT5-OPL-01 designs, produces and evaluates algorithms and implements them in a general-purpose and/or object-oriented programming language CT5-THI-01 applies computational, design and systems thinking to the development of computing solutions CT5-DES-01 designs and creates user interfaces and the user experience |
CTLS-SAF-01 uses computing technologies and data safely and responsibly CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-COM-01 communicates ideas, processes or solutions CTLS-ALG-01 develops simple algorithms CTLS-THI-01 participates in planning computing projects using computational, design and systems thinking CTLS-DES-01 collaborates to develop user interfaces and user experiences |
| Software development: Developing apps and web software | CT4-ADJ-01 in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 |
CT5-SAF-01 selects and applies safe, secure and responsible practices in the ethical use of data and computing technology CT5-DPM-01 applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-COL-01 manages, documents and explains individual and collaborative work practices CT5-EVL-01 understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-DAT-01 explains how data is stored, transmitted and secured in digital systems and how information is communicated in a range of contexts CT5-COM-01 communicates ideas, processes and solutions using appropriate media CT5-OPL-01 designs, produces and evaluates algorithms and implements them in a general-purpose and/or object-oriented programming language CT5-DES-01 designs and creates user interfaces and the user experience |
CTLS-SAF-01 uses computing technologies and data safely and responsibly CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-DAT-01 uses data in everyday contexts CTLS-COM-01 communicates ideas, processes or solutions CTLS-ALG-01 develops simple algorithms CTLS-DES-01 collaborates to develop user interfaces and user experiences |
Before deciding that a student should undertake a course based on Life Skills outcomes and content, consideration should be given to other ways of assisting the student to engage with the Stage 4 or Stage 5 outcomes. Further information in relation to planning, implementing and assessing Life Skills outcomes and content can be found on the NESA website.
Outcomes and content for Stage 4
Enterprise information systems: Modelling networks and social connections
Outcomes
A student:
- in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 CT4-ADJ-01
Content
Identifying and defining
- Describe the purpose of connecting people and systems
- Describe inputs, storage, processes and outputs in connecting people and systems
- Define a real-world problem or need that can be solved by connecting people and systems, including breaking it down into manageable parts and describing the users of the solution
- Specify the functional requirements of a networked solution, including stating the purpose of a solution, describing use cases and developing test cases of input and expected outputs
- Specify the non-functional requirements of a networked solution
- Evaluate the social impacts and ethical and legal responsibilities in connecting people and systems
- Describe common network hardware for wired, wireless and mobile networks
- Describe common network security vulnerabilities and the mitigation strategies
- Apply features of Graph Theory to model computer networks
- Calculate node degree and paths between nodes and explain their meaning
- Represent real-world social networks visually as a graph
- Evaluate the development of a sociogram model
Researching and planning
- Explore how people’s changing expectations and concerns for security and privacy have shaped computer technology
- Explore network and social connections considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
- Investigate how hardware and software are used to manage, control and secure the movement of, and access to, data in networked digital systems
- Investigate how the profile and attributes of end users are used by developers when creating products
Producing and implementing
- Plan and manage a project that connects people and systems using an iterative approach, including access control, privacy and cybersecurity
- Generate alternative designs and evaluate them against the requirements to select a preferred design
- Create a computer network between multiple devices and describe how nodes are connected
- Create a network of connected devices to model the Internet of Things (IoT)
- Implement a solution that connects people and systems using the preferred design
- Create interactive solutions for sharing information online using a visualisation library
- Specify what data is collected, who owns it, and how it will be protected, considering privacy and cybersecurity, including when interpreting data
- Represent, store and transmit data to facilitate computation, including selecting appropriate data types, understanding the limitations of data types and structuring data systematically
- Explain simple compression of data and types of compression, including the impact on data transmission
- Model entities, events and relationships within a network
- Model the relationships between entities and events using relational data
- Create a record of project development demonstrating iterative design and evaluation
- Select and use specialist terminology in context
- Access datasets and collect data from users or the environment considering privacy and personally identifying information (PII)
- Validate data is correct and investigate the impact of invalid data
- Analyse data to make decisions and generate reports using a database
- Filter, sort and limit database queries using SELECT, WHERE, ORDER BY and LIMIT clauses
- Load, insert and update data in a database
- Visualise data to identify trends, patterns, relationships and outliers using a range of tools
Testing and evaluating
- Evaluate solutions against the predetermined functional and non-functional requirements that meet social, ethical and legal responsibilities and cybersecurity principles
- Test and evaluate the efficiency of a network navigation map
- Test, monitor and evaluate a network in terms of bandwidth, connectedness, compatibility, reliability and ease of use
- Evaluate the security of networks in terms of vulnerability to attacks and exploitation
- Explore careers in connecting people and systems
Enterprise information systems: Designing for user experience
Outcomes
A student:
- in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 CT4-ADJ-01
Content
Identifying and defining
- Describe the purpose of user interfaces (UIs) and interactive media and how these affect the user experience (UX)
- Explore inputs, storage, transmission, processes and outputs in UIs or interactive media
- Specify the functional requirements of a UI or interactive media product, including stating the purpose of a solution, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of a UI or interactive media solution
- Consider the social impacts and ethical and legal responsibilities of UIs or interactive media products
- Analyse ‘terms of use’ policies and End User License Agreements (EULA) and predict ways in which these can affect attitudes and data protection of individuals and societies
- Investigate and evaluate the influence of communication methods on an audience, including the perspectives of diverse groups that may include Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
- Explain simple compression of data and types of compression, including lossy and lossless compression
Researching and planning
- Plan and manage a project using an iterative approach
- Explore how UIs or interactive media have evolved in response to people's needs and opportunities
- Investigate techniques to evaluate a UI
- Explore design principles and issues relevant to UIs or interactive media
- Evaluate existing UIs and assess their suitability and whether they could be modified or used in other products
- Explore how augmented reality (AR), mixed reality (MR) and virtual reality (VR) create immersive experiences
- Define a real-world problem or need that can be solved by UIs or interactive media, including breaking it down into manageable parts and describing the users of the solution
- Generate alternative designs and evaluate them against the requirements to select a preferred design
Producing and implementing
- Design and author an interactive media product
- Design and implement a UI, UX or interactive media product allowing for functionality, accessibility, usability and aesthetics
- Apply information architecture elements in the development of a product
- Consider privacy and cybersecurity in collecting and interpreting data
- Specify what data is collected, who owns it, and how it will be protected
- Represent, store and display data to facilitate computation, including selecting appropriate data types, understanding data type limitations and structuring data systematically
- Model entities, events and their attributes using structured data
- Select and use specialist terminology in context
- Create a record of project development demonstrating iterative design and evaluation
- Access datasets and collect data from users or the environment considering privacy and personally identifying information (PII)
- Validate data is correct and investigate the impact of invalid data
- Summarise data using a spreadsheet, including complex formulas, aggregate functions and lookup functions
- Filter, group and sort data using a spreadsheet, including applying filters and sorting, using conditional formatting and grouping, and aggregating data using pivot tables
- Present data and make predictions and decisions using a spreadsheet, including creating a data dashboard or report in a spreadsheet, decision formulas and optimisation
- Visualise data to identify trends and outliers using a range of tools
Testing and evaluating
- Evaluate their own project and that of their peers using the previously developed functional and non-functional requirements
- Evaluate whether solutions meet social, ethical and legal responsibilities and cybersecurity principles
- Test and evaluate a UI to improve usability of an interactive media product
- Test and evaluate a UI to improve overall efficiency
- Evaluate the functionality of the UI to convey information to a variety of audiences
- Explore careers in UI design or interactive media
Enterprise information systems: Analysing data
Outcomes
A student:
- in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 CT4-ADJ-01
Content
Identifying and defining
- Differentiate between data and information
- Describe the purpose of analysing data
- Describe inputs, storage, transmission, processes and outputs in data analysis
- Specify the functional requirements of a data analysis, including stating the purpose of a solution, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of a data analysis
- Consider the social impacts and ethical and legal responsibilities in analysing data
- Explore data analysis considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
- Explain simple compression of data and types of compression
- Explore the applications of small and big datasets
Researching and planning
- Describe how data analysis has evolved in response to people's needs and opportunities
- Explore design principles and issues relevant to analysing data, including visualisation principles, data trails and ownership of data
- Collect and interpret data adhering to privacy and cybersecurity principles
- Represent and store data to facilitate computation, including selecting appropriate data types, understanding data type limitations and structuring data systematically
- Model entities, events and their attributes using structured data
- Model the relationships between entities and events using relational data
- Compare the usability of data using a spreadsheet or database to analyse the same dataset
- Investigate issues with the use of data, including cyber safety, security, privacy and ethics
- Analyse data in both a flat-file and relational database using queries and reports
- Explore how a classifier uses data analysis for machine learning
- Define a real-world problem or question that can be solved by analysing data, including breaking it down into manageable parts and describing the users of the solution
- Generate alternative designs and evaluate them against the requirements to select a preferred design
Producing and implementing
- Develop a digital solution using a range of software to interpret and represent data to create information for a real-world scenario
- Specify what data is collected, who owns it, and how it will be protected
- Create interactive solutions for sharing information online with a visualisation library
- Document the design and implementation of the solution in a project notebook
- Use appropriate methods to collect, store, validate and verify qualitative and quantitative data, considering data integrity considering privacy and personally identifying information (PII)
- Summarise data using formulas, functions and features of a spreadsheet, including complex formulas, aggregate functions and lookup functions
- Filter, group and sort data using a spreadsheet, including using filters and sorting, using conditional formatting and grouping and aggregating data
- Present data and make predictions and decisions using a spreadsheet, including creating a data dashboard or report in a spreadsheet, decision formulas and optimisation
- Analyse data to make decisions and generate reports using a database
- Load, insert and update data in a database
- Generate a data visualisation to identify trends and outliers using a range of tools
- Select and use specialist terminology in context
- Create a record of project development demonstrating iterative design and evaluation
Testing and evaluating
- Evaluate their own project and that of their peers using predetermined functional and non-functional requirements
- Evaluate whether solutions meet social, ethical and legal responsibilities and cybersecurity principles
- Evaluate sourced data processed using the 3Vs: volume, variety and velocity
- Assess a developed solution based on calculations from datasets
- Perform verification of datasets, calculations and outputs
- Evaluate tools and processes used in the analysis of data for validation
- Explore interests and careers in analysing data
Software development: Building mechatronic and automated systems
Outcomes
A student:
- in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 CT4-ADJ-01
Content
Identifying and defining
- Describe mechatronic systems
- Investigate the development and impact of a mechatronic, robotic and/or automated system in a real-world application
- Identify mechatronic and automated systems that operate through human or autonomous control
- Describe inputs, storage, transmission, processes and outputs in mechatronic and automated systems
- Specify the functional requirements of a mechatronic or automated system, including stating the purpose of a system, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of a mechatronic or automated system
- Consider the social impacts and ethical and legal responsibilities associated with mechatronic and automated systems
- Explore mechatronic and automated systems considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
Researching and planning
- Describe how mechatronic and automated systems have evolved in response to people's needs and opportunities
- Explore design principles and issues relevant to mechatronic and automated systems
- Generate alternative designs and evaluate them against the requirements to select a preferred design
- Select and justify control systems, components, microcontrollers and co-processors for a mechatronic or automated system
- Select and justify sensors for a mechatronic or automated system
- Select and justify actuators for a mechatronic or automated system
- Select and justify end effectors/manipulators for a mechatronic or automated system
- Investigate motion required for mechatronic and automated systems
- Investigate data collection and interpretation adhering to privacy and cybersecurity principles, including specify what data is collected, who owns it, and how it will be protected
- Represent data and code to facilitate computation, including selecting appropriate data types, understanding data type limitations and structuring code systematically
- Represent algorithms using flowcharts and pseudocode
- Design or modify existing algorithms for mechatronic or automated systems
- Validate algorithms with desk checking
Producing and implementing
- Investigate a real-world problem or need that can be solved by mechatronic and/or automated systems, including breaking it down into manageable parts and interviewing stakeholders to identify their needs
- Evaluate existing solutions to the problem or related problems
- Interpret and modify existing programs (code) for mechatronic and/or automated systems
- Design and implement modular programs (code) with functions for mechatronic and/or automated systems
- Plan and manage a project using an iterative approach
- Build a mechatronic system using the preferred design and code in a general-purpose programming language
- Apply selected algorithms and data structures for mechatronic or automated systems
- Validate programs using test cases and debug a range of errors
- Select and use specialist terminology in context
- Create a record of project development demonstrating iterative design and evaluation
Testing and evaluating
- Evaluate their own project and that of their peers using predetermined functional and non-functional requirements
- Develop and apply test criteria for components of a mechatronic and/or automated system
- Validate algorithms and programs through tracing and test cases
- Propose software and hardware modifications to increase the effectiveness of a mechatronic and/or automated system
- Evaluate social, ethical and cybersecurity considerations of mechatronic and automated systems
- Explore careers in mechatronic and automated systems design, production, installation or maintenance
Software development: Creating games and simulations
Outcomes
A student:
- in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 CT4-ADJ-01
Content
Identifying and defining
- Explore how the changing needs of society have influenced the development of games and simulations, including the impact of simulations and games on a range of industries
- Investigate the representation of logic when designing games and simulations, including sequences, branching and iteration, including logical and relational operators
- Describe inputs, storage, transmission, processes and outputs in games and/or simulations
- Specify the functional requirements of a game or simulation, including stating the purpose of a system, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of a game or simulation
- Consider the social impacts and ethical and legal responsibilities in games or simulations
- Explore games and simulations considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
- Describe the features of an object-oriented programming language
Researching and planning
- Explore how predefined algorithms and artificial intelligence (AI) control computer components
- Explore products that simulate the real world and how simulations are used to solve real-world problems
- Explore how augmented reality (AR), mixed reality (MR) and virtual reality (VR) create immersive experiences
- Explore how games and simulations address environmental, lifestyle, societal and economic challenges including cyber safety
- Explore design principles and issues relevant to game design
- Evaluate an existing game or simulation in terms of its mechanics, aesthetics and usability
- Generate alternative designs and evaluate them against the requirements to select a preferred design
- Investigate data collection and interpretation adhering to privacy and cybersecurity principles, including specify what data is collected, who owns it, and how it will be protected
- Represent data and code to facilitate computation, including selecting appropriate data types, understanding data type limitations and structuring code systematically
- Represent algorithms using flowcharts and pseudocode
- Design and/or modify existing algorithms for games or simulations
- Validate algorithms with desk checking
Producing and implementing
- Use program-development support tools, including Input Process Output (IPO) charts/diagrams, decision trees, flowcharts and structured English/pseudocode, in the development of a game or simulation
- Create and modify algorithms and code that use branching and iteration, and represent them diagrammatically and in English
- Develop an efficient computer program by selecting appropriate data types and structures
- Develop prototypes to communicate design ideas and features to potential end users
- Implement an event loop in a game or simulation using event-driven programming
- Simulate a 2D or 3D physical world using fixed time increments
- Simulate a 2D environment by updating the state of a cell based on its neighbour
- Develop appropriate supporting documentation in a program to ensure it is easy to read, understand and maintain
- Modify existing programming code to observe the effects of changing variables
- Modify existing code to observe changes in an array
- Identify and correct types of errors, including syntax, logical and run-time
- Select and use specialist terminology in context
- Plan and manage a project to create a game and/or simulation using an iterative approach
- Implement a game or simulation using the preferred design in a general-purpose or object-oriented programming language
- Develop the UI and UX of a game, including using event-driven programming or an event loop to respond to user input
- Implement common game features, including the game state
- Interpret and modify existing programs (code) for games or simulations
- Design and implement modular programs (code) with functions for games
- Program selected algorithms and data structures for games or simulations
- Validate programs using test cases and debug a range of errors
- Interpret and extend or implement an object-oriented program (code)
- Create a record of project development demonstrating iterative design and evaluation
Testing and evaluating
- Evaluate their own project and that of their peers using predetermined functional and non-functional requirements
- Evaluate whether solutions meet social, ethical and legal responsibilities and cybersecurity principles
- Validate algorithms and programs through tracing and test cases
- Test and evaluate the functionality and performance of a simulation or game for specified requirements
- Evaluate social, ethical and cybersecurity considerations of games and simulations
- Explore careers in game and simulation design and development
Software development: Developing apps and web software
Outcomes
A student:
- in Stage 4 teachers may adjust the Stage 5 outcomes as appropriate to the needs of students in Years 7 and 8 CT4-ADJ-01
Content
Identifying and defining
- Explore the purpose and uses of apps and web-based tools
- Explore how the changing needs of society have influenced the evolution of app and web development, including the impact of apps and web software on a range of industries
- Explore inputs, storage, transmission, processes and outputs in apps or web-based tools
- Identify, define and visually represent the function and purpose of elements and features of existing code
- Specify the functional requirements of an app, including stating the purpose of a solution, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of an app
- Consider the social impacts and ethical and legal responsibilities in software development
- Explore app and web software considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
Researching and planning
- Experiment with agile tools when developing projects
- Describe how apps and web applications have evolved in response to people's needs and opportunities
- Outline how app and web software address environmental, lifestyle, societal and economic challenges, including cyber safety
- Explore design principles and issues relevant to apps
- Generate alternative designs and evaluate them against the requirements to select a preferred design
- Investigate data collection and interpretation adhering to privacy and cybersecurity principles, including specify what data is collected, who owns it, and how it will be protected
- Represent data and code to facilitate computation, including selecting appropriate data types, structuring code systematically and understanding data type limitations
- Identify and define the features of an object-oriented programming language
- Represent algorithms using flowcharts and pseudocode
- Design their own and modify existing algorithms for apps
- Explore the use of sub-programs and code modules in programming code
- Compare operators within existing programming code or HTML, including arithmetic, logical and relational operators
- Explore the application of code modules that perform discrete functions
- Validate algorithms with desk checking
- Define a real-world problem or need that can be solved by an app, including breaking it down into manageable parts and interviewing stakeholders to identify their needs
- Evaluate existing solutions to the problem or related problems
- Plan and manage a project using an iterative approach
Producing and implementing
- Produce and implement an app using the preferred design in a general-purpose or object-oriented programming language
- Develop the user interface (UI) and user experience (UX) of an app, including using event-driven programming to respond to user input
- Develop a web page or app that separates content and presentation using HTML and cascading style sheet (CSS)
- Document the design and implementation of the solution in a project notebook
- Interpret and modify existing programs (code) for apps
- Design and implement modular programs (code) with functions for apps
- Apply selected algorithms and data structures for apps
- Validate programs using test cases and debug a range of errors
- Describe the features of an object-oriented programming language
- Interpret and extend or implement an object-oriented program (code)
- Select and use specialist terminology in context
- Create a record of project development demonstrating iterative design and evaluation
Testing and evaluating
- Evaluate their own project and that of their peers using predetermined functional and non-functional requirements
- Evaluate whether solutions meet social, ethical and legal responsibilities and cybersecurity principles
- Use selected data to check an algorithm and programming code by testing
- Validate algorithms and programs through tracing and test cases
- Relate social, ethical and cybersecurity considerations of a software project
- Explore careers in software development
Outcomes and content for Stage 5
Enterprise information systems: Modelling networks and social connections
Outcomes
A student:
- selects and applies safe, secure and responsible practices in the ethical use of data and computing technology CT5-SAF-01
- applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-DPM-01
- manages, documents and explains individual and collaborative work practices CT5-COL-01
- understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-EVL-01
- explains how data is stored, transmitted and secured in digital systems and how information is communicated in a range of contexts CT5-DAT-01
- acquires, represents, analyses and visualises simple and structured data CT5-DAT-02
Related Life Skills outcomes: CTLS-COL-01, CTLS-DAT-01, CTLS-DAT-02, CTLS-DPM-01, CTLS-EVL-01, CTLS-SAF-01
Content
Identifying and defining
- Describe the purpose of connecting people and systems
- Describe inputs, storage, processes and outputs in connecting people and systems
- Define a real-world problem or need that can be solved by connecting people and systems, including breaking it down into manageable parts and describing the users of the solution
- Specify the functional requirements of a networked solution, including stating the purpose of a solution, describing use cases and developing test cases of input and expected outputs
- Specify the non-functional requirements of a networked solution
- Evaluate the social impacts and ethical and legal responsibilities in connecting people and systems
- Describe common network hardware for wired, wireless and mobile networks
- Describe common network security vulnerabilities and the mitigation strategies
- Apply features of Graph Theory to model computer networks
- Calculate node degree and paths between nodes and explain their meaning
- Represent real-world social networks visually as a graph
- Evaluate the development of a sociogram model
Researching and planning
- Explore how people’s changing expectations and concerns for security and privacy have shaped computer technology
- Explore network and social connections considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
- Investigate how hardware and software are used to manage, control and secure the movement of, and access to, data in networked digital systems
- Investigate how the profile and attributes of end users are used by developers when creating products
Producing and implementing
- Plan and manage a project that connects people and systems using an iterative approach, including access control, privacy and cybersecurity
- Generate alternative designs and evaluate them against the requirements to select a preferred design
- Create a computer network between multiple devices and describe how nodes are connected
- Create a network of connected devices to model the Internet of Things (IoT)
- Implement a solution that connects people and systems using the preferred design
- Create interactive solutions for sharing information online using a visualisation library
- Specify what data is collected, who owns it, and how it will be protected, considering privacy and cybersecurity, including when interpreting data
- Represent, store and transmit data to facilitate computation, including selecting appropriate data types, understanding the limitations of data types and structuring data systematically
- Explain simple compression of data and types of compression, including the impact on data transmission
- Model entities, events and relationships within a network
- Model the relationships between entities and events using relational data
- Create a record of project development demonstrating iterative design and evaluation
- Select and use specialist terminology in context
- Access datasets and collect data from users or the environment considering privacy and personally identifying information (PII)
- Validate data is correct and investigate the impact of invalid data
- Analyse data to make decisions and generate reports using a database
- Filter, sort and limit database queries using SELECT, WHERE, ORDER BY and LIMIT clauses
- Load, insert and update data in a database
- Visualise data to identify trends, patterns, relationships and outliers using a range of tools
Testing and evaluating
- Evaluate solutions against the predetermined functional and non-functional requirements that meet social, ethical and legal responsibilities and cybersecurity principles
- Test and evaluate the efficiency of a network navigation map
- Test, monitor and evaluate a network in terms of bandwidth, connectedness, compatibility, reliability and ease of use
- Evaluate the security of networks in terms of vulnerability to attacks and exploitation
- Explore careers in connecting people and systems
Enterprise information systems: Designing for user experience
Outcomes
A student:
- selects and applies safe, secure and responsible practices in the ethical use of data and computing technology CT5-SAF-01
- applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-DPM-01
- manages, documents and explains individual and collaborative work practices CT5-COL-01
- explains how data is stored, transmitted and secured in digital systems and how information is communicated in a range of contexts CT5-DAT-01
- communicates ideas, processes and solutions using appropriate media CT5-COM-01
- applies computational, design and systems thinking to the development of computing solutions CT5-THI-01
- acquires, represents, analyses and visualises simple and structured data CT5-DAT-02
- designs and creates user interfaces and the user experience CT5-DES-01
Related Life Skills outcomes: CTLS-COL-01, CTLS-COM-01, CTLS-DAT-01, CTLS-DAT-02, CTLS-DES-01, CTLS-DPM-01, CTLS-SAF-01, CTLS-THI-01
Content
Identifying and defining
- Describe the purpose of user interfaces (UIs) and interactive media and how these affect the user experience (UX)
- Explore inputs, storage, transmission, processes and outputs in UIs or interactive media
- Specify the functional requirements of a UI or interactive media product, including stating the purpose of a solution, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of a UI or interactive media solution
- Consider the social impacts and ethical and legal responsibilities of UIs or interactive media products
- Analyse ‘terms of use’ policies and End User License Agreements (EULA) and predict ways in which these can affect attitudes and data protection of individuals and societies
- Investigate and evaluate the influence of communication methods on an audience, including the perspectives of diverse groups that may include Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
- Explain simple compression of data and types of compression, including lossy and lossless compression
Researching and planning
- Plan and manage a project using an iterative approach
- Explore how UIs or interactive media have evolved in response to people's needs and opportunities
- Investigate techniques to evaluate a UI
- Explore design principles and issues relevant to UIs or interactive media
- Evaluate existing UIs and assess their suitability and whether they could be modified or used in other products
- Explore how augmented reality (AR), mixed reality (MR) and virtual reality (VR) create immersive experiences
- Define a real-world problem or need that can be solved by UIs or interactive media, including breaking it down into manageable parts and describing the users of the solution
- Generate alternative designs and evaluate them against the requirements to select a preferred design
Producing and implementing
- Design and author an interactive media product
- Design and implement a UI, UX or interactive media product allowing for functionality, accessibility, usability and aesthetics
- Apply information architecture elements in the development of a product
- Consider privacy and cybersecurity in collecting and interpreting data
- Specify what data is collected, who owns it, and how it will be protected
- Represent, store and display data to facilitate computation, including selecting appropriate data types, understanding data type limitations and structuring data systematically
- Model entities, events and their attributes using structured data
- Select and use specialist terminology in context
- Create a record of project development demonstrating iterative design and evaluation
- Access datasets and collect data from users or the environment considering privacy and personally identifying information (PII)
- Validate data is correct and investigate the impact of invalid data
- Summarise data using a spreadsheet, including complex formulas, aggregate functions and lookup functions
- Filter, group and sort data using a spreadsheet, including applying filters and sorting, using conditional formatting and grouping, and aggregating data using pivot tables
- Present data and make predictions and decisions using a spreadsheet, including creating a data dashboard or report in a spreadsheet, decision formulas and optimisation
- Visualise data to identify trends and outliers using a range of tools
Testing and evaluating
- Evaluate their own project and that of their peers using the previously developed functional and non-functional requirements
- Evaluate whether solutions meet social, ethical and legal responsibilities and cybersecurity principles
- Test and evaluate a UI to improve usability of an interactive media product
- Test and evaluate a UI to improve overall efficiency
- Evaluate the functionality of the UI to convey information to a variety of audiences
- Explore careers in UI design or interactive media
Enterprise information systems: Analysing data
Outcomes
A student:
- applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-DPM-01
- understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-EVL-01
- explains how data is stored, transmitted and secured in digital systems and how information is communicated in a range of contexts CT5-DAT-01
- communicates ideas, processes and solutions using appropriate media CT5-COM-01
- applies computational, design and systems thinking to the development of computing solutions CT5-THI-01
- acquires, represents, analyses and visualises simple and structured data CT5-DAT-02
Related Life Skills outcomes: CTLS-COM-01, CTLS-DAT-01, CTLS-DAT-02, CTLS-DPM-01, CTLS-EVL-01, CTLS-THI-01
Content
Identifying and defining
- Differentiate between data and information
- Describe the purpose of analysing data
- Describe inputs, storage, transmission, processes and outputs in data analysis
- Specify the functional requirements of a data analysis, including stating the purpose of a solution, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of a data analysis
- Consider the social impacts and ethical and legal responsibilities in analysing data
- Explore data analysis considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
- Explain simple compression of data and types of compression
- Explore the applications of small and big datasets
Researching and planning
- Describe how data analysis has evolved in response to people's needs and opportunities
- Explore design principles and issues relevant to analysing data, including visualisation principles, data trails and ownership of data
- Collect and interpret data adhering to privacy and cybersecurity principles
- Represent and store data to facilitate computation, including selecting appropriate data types, understanding data type limitations and structuring data systematically
- Model entities, events and their attributes using structured data
- Model the relationships between entities and events using relational data
- Compare the usability of data using a spreadsheet or database to analyse the same dataset
- Investigate issues with the use of data, including cyber safety, security, privacy and ethics
- Analyse data in both a flat-file and relational database using queries and reports
- Explore how a classifier uses data analysis for machine learning
- Define a real-world problem or question that can be solved by analysing data, including breaking it down into manageable parts and describing the users of the solution
- Generate alternative designs and evaluate them against the requirements to select a preferred design
Producing and implementing
- Develop a digital solution using a range of software to interpret and represent data to create information for a real-world scenario
- Specify what data is collected, who owns it, and how it will be protected
- Create interactive solutions for sharing information online with a visualisation library
- Document the design and implementation of the solution in a project notebook
- Use appropriate methods to collect, store, validate and verify qualitative and quantitative data, considering data integrity considering privacy and personally identifying information (PII)
- Summarise data using formulas, functions and features of a spreadsheet, including complex formulas, aggregate functions and lookup functions
- Filter, group and sort data using a spreadsheet, including using filters and sorting, using conditional formatting and grouping and aggregating data
- Present data and make predictions and decisions using a spreadsheet, including creating a data dashboard or report in a spreadsheet, decision formulas and optimisation
- Analyse data to make decisions and generate reports using a database
- Load, insert and update data in a database
- Generate a data visualisation to identify trends and outliers using a range of tools
- Select and use specialist terminology in context
- Create a record of project development demonstrating iterative design and evaluation
Testing and evaluating
- Evaluate their own project and that of their peers using predetermined functional and non-functional requirements
- Evaluate whether solutions meet social, ethical and legal responsibilities and cybersecurity principles
- Evaluate sourced data processed using the 3Vs: volume, variety and velocity
- Assess a developed solution based on calculations from datasets
- Perform verification of datasets, calculations and outputs
- Evaluate tools and processes used in the analysis of data for validation
- Explore interests and careers in analysing data
Software development: Building mechatronic and automated systems
Outcomes
A student:
- applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-DPM-01
- manages, documents and explains individual and collaborative work practices CT5-COL-01
- understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-EVL-01
- designs, produces and evaluates algorithms and implements them in a general-purpose and/or object-oriented programming language CT5-OPL-01
- applies computational, design and systems thinking to the development of computing solutions CT5-THI-01
Related Life Skills outcomes: CTLS-ALG-01, CTLS-COL-01, CTLS-DPM-01, CTLS-EVL-01, CTLS-THI-01
Content
Identifying and defining
- Describe mechatronic systems
- Investigate the development and impact of a mechatronic, robotic and/or automated system in a real-world application
- Identify mechatronic and automated systems that operate through human or autonomous control
- Describe inputs, storage, transmission, processes and outputs in mechatronic and automated systems
- Specify the functional requirements of a mechatronic or automated system, including stating the purpose of a system, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of a mechatronic or automated system
- Consider the social impacts and ethical and legal responsibilities associated with mechatronic and automated systems
- Explore mechatronic and automated systems considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
Researching and planning
- Describe how mechatronic and automated systems have evolved in response to people's needs and opportunities
- Explore design principles and issues relevant to mechatronic and automated systems
- Generate alternative designs and evaluate them against the requirements to select a preferred design
- Select and justify control systems, components, microcontrollers and co-processors for a mechatronic or automated system
- Select and justify sensors for a mechatronic or automated system
- Select and justify actuators for a mechatronic or automated system
- Select and justify end effectors/manipulators for a mechatronic or automated system
- Investigate motion required for mechatronic and automated systems
- Investigate data collection and interpretation adhering to privacy and cybersecurity principles, including specify what data is collected, who owns it, and how it will be protected
- Represent data and code to facilitate computation, including selecting appropriate data types, understanding data type limitations and structuring code systematically
- Represent algorithms using flowcharts and pseudocode
- Design or modify existing algorithms for mechatronic or automated systems
- Validate algorithms with desk checking
Producing and implementing
- Investigate a real-world problem or need that can be solved by mechatronic and/or automated systems, including breaking it down into manageable parts and interviewing stakeholders to identify their needs
- Evaluate existing solutions to the problem or related problems
- Interpret and modify existing programs (code) for mechatronic and/or automated systems
- Design and implement modular programs (code) with functions for mechatronic and/or automated systems
- Plan and manage a project using an iterative approach
- Build a mechatronic system using the preferred design and code in a general-purpose programming language
- Apply selected algorithms and data structures for mechatronic or automated systems
- Validate programs using test cases and debug a range of errors
- Select and use specialist terminology in context
- Create a record of project development demonstrating iterative design and evaluation
Testing and evaluating
- Evaluate their own project and that of their peers using predetermined functional and non-functional requirements
- Develop and apply test criteria for components of a mechatronic and/or automated system
- Validate algorithms and programs through tracing and test cases
- Propose software and hardware modifications to increase the effectiveness of a mechatronic and/or automated system
- Evaluate social, ethical and cybersecurity considerations of mechatronic and automated systems
- Explore careers in mechatronic and automated systems design, production, installation or maintenance
Software development: Creating games and simulations
Outcomes
A student:
- selects and applies safe, secure and responsible practices in the ethical use of data and computing technology CT5-SAF-01
- applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-DPM-01
- manages, documents and explains individual and collaborative work practices CT5-COL-01
- understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-EVL-01
- communicates ideas, processes and solutions using appropriate media CT5-COM-01
- designs, produces and evaluates algorithms and implements them in a general-purpose and/or object-oriented programming language CT5-OPL-01
- applies computational, design and systems thinking to the development of computing solutions CT5-THI-01
- designs and creates user interfaces and the user experience CT5-DES-01
Related Life Skills outcomes: CTLS-ALG-01, CTLS-COL-01, CTLS-COM-01, CTLS-DES-01, CTLS-DPM-01, CTLS-EVL-01, CTLS-SAF-01, CTLS-THI-01
Content
Identifying and defining
- Explore how the changing needs of society have influenced the development of games and simulations, including the impact of simulations and games on a range of industries
- Investigate the representation of logic when designing games and simulations, including sequences, branching and iteration, including logical and relational operators
- Describe inputs, storage, transmission, processes and outputs in games and/or simulations
- Specify the functional requirements of a game or simulation, including stating the purpose of a system, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of a game or simulation
- Consider the social impacts and ethical and legal responsibilities in games or simulations
- Explore games and simulations considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
- Describe the features of an object-oriented programming language
Researching and planning
- Explore how predefined algorithms and artificial intelligence (AI) control computer components
- Explore products that simulate the real world and how simulations are used to solve real-world problems
- Explore how augmented reality (AR), mixed reality (MR) and virtual reality (VR) create immersive experiences
- Explore how games and simulations address environmental, lifestyle, societal and economic challenges including cyber safety
- Explore design principles and issues relevant to game design
- Evaluate an existing game or simulation in terms of its mechanics, aesthetics and usability
- Generate alternative designs and evaluate them against the requirements to select a preferred design
- Investigate data collection and interpretation adhering to privacy and cybersecurity principles, including specify what data is collected, who owns it, and how it will be protected
- Represent data and code to facilitate computation, including selecting appropriate data types, understanding data type limitations and structuring code systematically
- Represent algorithms using flowcharts and pseudocode
- Design and/or modify existing algorithms for games or simulations
- Validate algorithms with desk checking
Producing and implementing
- Use program-development support tools, including Input Process Output (IPO) charts/diagrams, decision trees, flowcharts and structured English/pseudocode, in the development of a game or simulation
- Create and modify algorithms and code that use branching and iteration, and represent them diagrammatically and in English
- Develop an efficient computer program by selecting appropriate data types and structures
- Develop prototypes to communicate design ideas and features to potential end users
- Implement an event loop in a game or simulation using event-driven programming
- Simulate a 2D or 3D physical world using fixed time increments
- Simulate a 2D environment by updating the state of a cell based on its neighbour
- Develop appropriate supporting documentation in a program to ensure it is easy to read, understand and maintain
- Modify existing programming code to observe the effects of changing variables
- Modify existing code to observe changes in an array
- Identify and correct types of errors, including syntax, logical and run-time
- Select and use specialist terminology in context
- Plan and manage a project to create a game and/or simulation using an iterative approach
- Implement a game or simulation using the preferred design in a general-purpose or object-oriented programming language
- Develop the UI and UX of a game, including using event-driven programming or an event loop to respond to user input
- Implement common game features, including the game state
- Interpret and modify existing programs (code) for games or simulations
- Design and implement modular programs (code) with functions for games
- Program selected algorithms and data structures for games or simulations
- Validate programs using test cases and debug a range of errors
- Interpret and extend or implement an object-oriented program (code)
- Create a record of project development demonstrating iterative design and evaluation
Testing and evaluating
- Evaluate their own project and that of their peers using predetermined functional and non-functional requirements
- Evaluate whether solutions meet social, ethical and legal responsibilities and cybersecurity principles
- Validate algorithms and programs through tracing and test cases
- Test and evaluate the functionality and performance of a simulation or game for specified requirements
- Evaluate social, ethical and cybersecurity considerations of games and simulations
- Explore careers in game and simulation design and development
Software development: Developing apps and web software
Outcomes
A student:
- selects and applies safe, secure and responsible practices in the ethical use of data and computing technology CT5-SAF-01
- applies iterative processes to define problems and plan, design, develop and evaluate computing solutions CT5-DPM-01
- manages, documents and explains individual and collaborative work practices CT5-COL-01
- understands how innovation, enterprise and automation have inspired the evolution of computing technology CT5-EVL-01
- explains how data is stored, transmitted and secured in digital systems and how information is communicated in a range of contexts CT5-DAT-01
- communicates ideas, processes and solutions using appropriate media CT5-COM-01
- designs, produces and evaluates algorithms and implements them in a general-purpose and/or object-oriented programming language CT5-OPL-01
- designs and creates user interfaces and the user experience CT5-DES-01
Related Life Skills outcomes: CTLS-ALG-01, CTLS-COL-01, CTLS-COM-01, CTLS-DAT-01, CTLS-DES-01, CTLS-DPM-01, CTLS-EVL-01, CTLS-SAF-01
Content
Identifying and defining
- Explore the purpose and uses of apps and web-based tools
- Explore how the changing needs of society have influenced the evolution of app and web development, including the impact of apps and web software on a range of industries
- Explore inputs, storage, transmission, processes and outputs in apps or web-based tools
- Identify, define and visually represent the function and purpose of elements and features of existing code
- Specify the functional requirements of an app, including stating the purpose of a solution, describing use cases and developing test cases of inputs and expected outputs
- Specify the non-functional requirements of an app
- Consider the social impacts and ethical and legal responsibilities in software development
- Explore app and web software considering the perspectives of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
Researching and planning
- Experiment with agile tools when developing projects
- Describe how apps and web applications have evolved in response to people's needs and opportunities
- Outline how app and web software address environmental, lifestyle, societal and economic challenges, including cyber safety
- Explore design principles and issues relevant to apps
- Generate alternative designs and evaluate them against the requirements to select a preferred design
- Investigate data collection and interpretation adhering to privacy and cybersecurity principles, including specify what data is collected, who owns it, and how it will be protected
- Represent data and code to facilitate computation, including selecting appropriate data types, structuring code systematically and understanding data type limitations
- Identify and define the features of an object-oriented programming language
- Represent algorithms using flowcharts and pseudocode
- Design their own and modify existing algorithms for apps
- Explore the use of sub-programs and code modules in programming code
- Compare operators within existing programming code or HTML, including arithmetic, logical and relational operators
- Explore the application of code modules that perform discrete functions
- Validate algorithms with desk checking
- Define a real-world problem or need that can be solved by an app, including breaking it down into manageable parts and interviewing stakeholders to identify their needs
- Evaluate existing solutions to the problem or related problems
- Plan and manage a project using an iterative approach
Producing and implementing
- Produce and implement an app using the preferred design in a general-purpose or object-oriented programming language
- Develop the user interface (UI) and user experience (UX) of an app, including using event-driven programming to respond to user input
- Develop a web page or app that separates content and presentation using HTML and cascading style sheet (CSS)
- Document the design and implementation of the solution in a project notebook
- Interpret and modify existing programs (code) for apps
- Design and implement modular programs (code) with functions for apps
- Apply selected algorithms and data structures for apps
- Validate programs using test cases and debug a range of errors
- Describe the features of an object-oriented programming language
- Interpret and extend or implement an object-oriented program (code)
- Select and use specialist terminology in context
- Create a record of project development demonstrating iterative design and evaluation
Testing and evaluating
- Evaluate their own project and that of their peers using predetermined functional and non-functional requirements
- Evaluate whether solutions meet social, ethical and legal responsibilities and cybersecurity principles
- Use selected data to check an algorithm and programming code by testing
- Validate algorithms and programs through tracing and test cases
- Relate social, ethical and cybersecurity considerations of a software project
- Explore careers in software development
Life Skills for Stages 4/5
Life Skills table of outcomes
| Focus area | Life Skills for Stages 4/5 |
|---|---|
| Enterprise information systems: Modelling networks and social connections | CTLS-SAF-01 uses computing technologies and data safely and responsibly CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-DAT-01 uses data in everyday contexts CTLS-DAT-02 recognises that data can be represented in different forms |
| Enterprise information systems: Designing for user experience | CTLS-SAF-01 uses computing technologies and data safely and responsibly CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-DAT-01 uses data in everyday contexts CTLS-COM-01 communicates ideas, processes or solutions CTLS-THI-01 participates in planning computing projects using computational, design and systems thinking CTLS-DAT-02 recognises that data can be represented in different forms CTLS-DES-01 collaborates to develop user interfaces and user experiences |
| Enterprise information systems: Analysing data | CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-DAT-01 uses data in everyday contexts CTLS-COM-01 communicates ideas, processes or solutions CTLS-THI-01 participates in planning computing projects using computational, design and systems thinking CTLS-DAT-02 recognises that data can be represented in different forms |
| Software development: Building mechatronic and automated systems | CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-ALG-01 develops simple algorithms CTLS-THI-01 participates in planning computing projects using computational, design and systems thinking |
| Software development: Creating games and simulations | CTLS-SAF-01 uses computing technologies and data safely and responsibly CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-COM-01 communicates ideas, processes or solutions CTLS-ALG-01 develops simple algorithms CTLS-THI-01 participates in planning computing projects using computational, design and systems thinking CTLS-DES-01 collaborates to develop user interfaces and user experiences |
| Software development: Developing apps and web software | CTLS-SAF-01 uses computing technologies and data safely and responsibly CTLS-DPM-01 recognises the processes used to design and produce computing solutions CTLS-COL-01 demonstrates skills to manage computing projects using collaborative work practices CTLS-EVL-01 explores the evolution and innovations in computing technology CTLS-DAT-01 uses data in everyday contexts CTLS-COM-01 communicates ideas, processes or solutions CTLS-ALG-01 develops simple algorithms CTLS-DES-01 collaborates to develop user interfaces and user experiences |
Life Skills outcomes and content for Stage 4/5
Enterprise information systems: Modelling networks and social connections
Outcomes
A student:
- uses computing technologies and data safely and responsibly CTLS-SAF-01
- recognises the processes used to design and produce computing solutions CTLS-DPM-01
- demonstrates skills to manage computing projects using collaborative work practices CTLS-COL-01
- explores the evolution and innovations in computing technology CTLS-EVL-01
- uses data in everyday contexts CTLS-DAT-01
- recognises that data can be represented in different forms CTLS-DAT-02
Related Stage 4/5 outcomes: CT5-COL-01, CT5-DAT-01, CT5-DAT-02, CT5-DPM-01, CT5-EVL-01, CT5-SAF-01
Content
Identifying and defining
- Recognise the key components of a real-world network
- Recognise a familiar social network
- Develop network maps for familiar social networks
- Explore the concept of connectedness through familiar social networks
- Identify the interactions of a network that are created using the theory of connectedness
- Explore how computer technology is used to promote interactions between various networks
- Identify the connections made by networks
- Respond to social and ethical issues related to computer technology
Researching and planning
- Independently or collaboratively participate in producing a digital, physical or biological network map
- Collaboratively plan ways to investigate a user’s interactions with digital tools and technologies
- Research the evolution and innovation of interactive sharing solutions
- Use computer technology to record interactions
- Explore how everyday devices connect, interact and exchange data
- Explore the social ramifications of virtual connections through online networks
Producing and implementing
- Use a scaffold to manage time and resources when developing a digital resource
- Design and produce an online sociogram based on networks of people, including genealogy and friendship groups
- Design a navigational map of different global or local networks
- Participate in creating a digital game or program using software to engage a specific audience
- Write an algorithm to engage an identified audience in a simulated web application, program or online game environment
- Recognise the impact a program or product has had on the intended user
- Monitor the performance of a network in terms of bandwidth, speed, connectedness, compatibility and reliability
Testing and evaluating
- Use feedback to evaluate the product
- Use a scaffold or checklist to evaluate their design and development skills
- Reflect on how people’s changing needs have shaped computer technology
- Independently or collaboratively evaluate a network map or sociogram, including accuracy, efficiency, reliability, clarity
- Communicate outcomes of an evaluation
- Explore careers in connecting people and systems
Enterprise information systems: Designing for user experience
Outcomes
A student:
- uses computing technologies and data safely and responsibly CTLS-SAF-01
- recognises the processes used to design and produce computing solutions CTLS-DPM-01
- demonstrates skills to manage computing projects using collaborative work practices CTLS-COL-01
- uses data in everyday contexts CTLS-DAT-01
- communicates ideas, processes or solutions CTLS-COM-01
- participates in planning computing projects using computational, design and systems thinking CTLS-THI-01
- recognises that data can be represented in different forms CTLS-DAT-02
- collaborates to develop user interfaces and user experiences CTLS-DES-01
Related Stage 4/5 outcomes: CT5-COL-01, CT5-COM-01, CT5-DAT-01, CT5-DAT-02, CT5-DES-01, CT5-DPM-01, CT5-SAF-01, CT5-THI-01
Content
Identifying and defining
- Identify key terminology used in the design of the user experience (UX)
- Identify elements of UX design in interactive media to engage the user
- Identify elements of UX in computer technology
- Explore how users interact with input and output devices and software features
- Recognise the various functional elements in interactive media
- Explore the UX of a computer program or product and identify its features
- Compare and contrast the evolution and innovation of user interfaces (UI) and UX over time
- Explore the differences of a device or computer program and how a user interacts with them
- Compare a variety of UI and how they interact with the user
- Explore UX design from the perspective of diverse groups, including Aboriginal and Torres Strait Islander Peoples, culturally and linguistically diverse people, people of different ages and gender, and people with disability
- Demonstrate safe practices when using interactive media
- Explore UI and UX roles in the workplace
Researching and planning
- Collaboratively plan a UX project
- Explore UX features and functions
- Explore the function and purpose of a range of interfaces of computer technology
- Explore how people’s changing needs and wants have shaped computer technology
- Communicate how a user might be affected by the change in a UI or program design
- Develop an online questionnaire for an identified audience to investigate a user's interactions with computer technology
- Investigate an existing program or product and determine its impact on an intended audience
- Explore the appropriateness of a program’s properties
- Design a fictional user, including attributes and characteristics
- Investigate responsive web design and its importance on the user's overall experience
- Communicate design ideas for a UX project, using digital tools and technologies as appropriate
- Use appropriate software to present ideas
- Explore UX roles in the workplace
Producing and implementing
- Use a scaffold to manage resources and time to complete a UX project
- Use elements of UX design such as position, colour and text size to develop a web application, program or product that communicates information to targeted users
- Use UX skills to produce a program or product
- Create a web application using elements of information architecture
- Collaboratively develop a project or complete a task using set criteria
Testing and evaluating
- Independently or collaboratively participate in testing a digital solution on their identified target audience
- Communicate the outcomes of testing
Enterprise information systems: Analysing data
Outcomes
A student:
- recognises the processes used to design and produce computing solutions CTLS-DPM-01
- explores the evolution and innovations in computing technology CTLS-EVL-01
- uses data in everyday contexts CTLS-DAT-01
- communicates ideas, processes or solutions CTLS-COM-01
- participates in planning computing projects using computational, design and systems thinking CTLS-THI-01
- recognises that data can be represented in different forms CTLS-DAT-02
Related Stage 4/5 outcomes: CT5-COM-01, CT5-DAT-01, CT5-DAT-02, CT5-DPM-01, CT5-EVL-01, CT5-THI-01
Content
Identifying and defining
- Identify common everyday uses of data and of analysing data
- Identify various types of data and their uses
- Explore differences between data and information
- Explore small and big datasets
- Identify methods of data collection and recording
- Explore challenges in the collection of data
- Compare the usefulness of different methods of data collection
Researching and planning
- Explore the uses for data analysis
- Collaboratively plan the collection of data for a particular purpose
- Recognise that data is sensitive and needs to be stored securely
- Explore security of data and its collection
- Demonstrate ways to keep data safe
- Recognise how programs process data
- Engage with different data-analysis tools
- Demonstrate how different data is displayed using digital tools
- Participate in composing questions for an online questionnaire or survey
- Collect various datasets using an online questionnaire or survey for visual analysis
- Use formulas in a spreadsheet to analyse datasets
- Explore and describe datasets in displayed graphs, tables or charts
- Communicate how data can be used in everyday situations
- Collaboratively plan the collection of data for a particular purpose
Producing and implementing
- Use a scaffold to manage resources and time to complete a data project
- Participate in the collection of data
- Collect data and communicate the results
- Interpret the collected data and find patterns that may affect a user’s interaction with a program or product
- Use collected data from an online questionnaire or spreadsheet to develop a graph, chart or table using appropriate digital tools and technologies
- Select the most appropriate software or hardware to display data
- Create a display for data collected
- Identify data patterns using spreadsheets related to real-world scenarios
- Highlight patterns and relationships between sets of data and information
- Produce a flat-file database using database software related to real-world scenarios
- Collect data and present it using appropriate software
- Communicate the importance of data security
Testing and evaluating
- Share ideas about data as a useful tool for completing tasks
- Independently or collaboratively develop a set of criteria to test displayed models of data using different scenarios
- Independently or collaboratively test a designed database using a set of criteria, ensuring that data is displayed correctly and for the intended purpose
- Communicate the outcomes of testing
- Explore careers that involve analysing data
Software development: Building mechatronic and automated systems
Outcomes
A student:
- recognises the processes used to design and produce computing solutions CTLS-DPM-01
- demonstrates skills to manage computing projects using collaborative work practices CTLS-COL-01
- explores the evolution and innovations in computing technology CTLS-EVL-01
- develops simple algorithms CTLS-ALG-01
- participates in planning computing projects using computational, design and systems thinking CTLS-THI-01
Related Stage 4/5 outcomes: CT5-COL-01, CT5-DPM-01, CT5-EVL-01, CT5-OPL-01, CT5-THI-01
Content
Identifying and defining
- Identify a range of mechatronic systems
- Identify various sensors, actuators and effectors/manipulators used within mechatronic systems
- Recognise mechatronic systems that have solved existing problems
- Use a real-life scenario with an identified problem and outline possible solutions using available mechatronic and/or automated systems
- Compare mechatronic systems in terms of human or automated control
- Describe the impact of mechatronic systems and their application on the environment and society
- Identify how data can be used and collected from various mechatronic systems
- Explore the ethical considerations for a person’s right to privacy when using global positioning system (GPS) trackers
Researching and planning
- Use a scaffold to plan and manage projects individually and/or collaboratively
- Identify key components in mechatronic systems
- Recognise that a combination of simple machines is found within all mechatronic systems
- Describe the ways in which a mechatronic system uses inputs and outputs to sense its environment
- Explore ethical considerations of the everyday use of mechatronic and/or automated systems
- Engage in programming a mechatronic system to complete a task
- Discuss future innovations of mechatronic and/or automated systems
- Participate in researching various jobs and skills associated with mechatronic systems
Producing and implementing
- Use simple machines to create a mechatronic system that performs a basic function
- Design a machine using Computer Aided Design (CAD) software to solve an everyday problem
- Modify existing programs (code) for mechatronic systems
- Test and assess the effectiveness of designs using a scaffold
- Develop solutions to identified issues
Testing and evaluating
- Independently or collaboratively evaluate how a designed solution can address a defined problem
- Identify issues encountered when testing solutions
- Recognise ethical considerations that a design could have on society and/or the environment
Software development: Creating games and simulations
Outcomes
A student:
- uses computing technologies and data safely and responsibly CTLS-SAF-01
- recognises the processes used to design and produce computing solutions CTLS-DPM-01
- demonstrates skills to manage computing projects using collaborative work practices CTLS-COL-01
- explores the evolution and innovations in computing technology CTLS-EVL-01
- communicates ideas, processes or solutions CTLS-COM-01
- develops simple algorithms CTLS-ALG-01
- participates in planning computing projects using computational, design and systems thinking CTLS-THI-01
- collaborates to develop user interfaces and user experiences CTLS-DES-01
Related Stage 4/5 outcomes: CT5-COL-01, CT5-COM-01, CT5-DES-01, CT5-DPM-01, CT5-EVL-01, CT5-OPL-01, CT5-SAF-01, CT5-THI-01
Content
Identifying and defining
- Explore different types of games
- Identify games and/or simulations they are familiar with
- Explore how games and simulations are used in society
- Identify the main types of simulation
- Represent and/or follow a sequence of steps and decisions (algorithm) to solve a problem
- Recognise that games and simulations are designed using Boolean (logic) operators
- Explore how sequences, branching and iteration are used to represent Boolean (logic) operators in a game or simulation
- Explore inputs, storage, transmission, processes and outputs in games
- Identify features of user interfaces (UI) and user experiences (UX) for a particular game or simulation
- Explore gaming styles, including their inputs and outputs
- Explore the UX of a popular computer game using an algorithm involving a sequence of steps, branching and/or iteration
- Explore how games and/or simulations support the way people learn, train, interact or communicate
- Identify the safety risks when accessing or developing an online simulated environment and demonstrates how to mitigate them
- Explore a role that involves developing games and simulations in the workplace
Researching and planning
- Use a scaffold to plan and manage projects individually and/or collaboratively
- Explore how games and simulations have changed over time
- Outline how a game or simulation addresses an environmental, lifestyle or societal challenge
- Discuss social and ethical issues related to games and simulations
- Explore ways UI and UX in simulated environments meet the needs of the end user
- Demonstrate ways people can increase safety when engaging with games and simulations
- Individually or collaboratively use agile tools to prototype a game or simulation
- Develop design specifications for a game or simulation
- Recognise the role of hardware and software in creating simulated environments and the use of security protocols during use/play
- Develop an algorithm that simulates a procedural, environmental or situational environment
Producing and implementing
- Use a scaffold to manage time and resources when developing a game or simulation
- Identify and use input process output (IPO), decision trees, or ‘and/or’ and ‘if/then/else’ statements when developing games or simulations
- Design and develop physical/virtual prototypes to communicate ideas and features to potential end users
- Participate in creating a game or simulation using software to engage a specific audience
- Design a UI for a simulation that provides changeable variables based on user preferences
- Create an accessible simulated environment based on the UX
- Develop an algorithm to engage an identified audience in a game or simulation
- Identify and correct errors within an algorithm, including syntax, Boolean and run time errors
- Simulate an environment for a programmable robot to explore using a selection of algorithms
- Participate in producing a simulated environment that solves an identified problem
- Simulate a 2D or 3D environment that responds to user interaction
- Design a 3D simulated environment that solves an environmental, societal or individual problem using 3D modelling software
Testing and evaluating
- Independently or collaboratively evaluate how designed solutions address the defined problem
- Independently or collaboratively evaluate the accuracy and realness of the simulations produced
- Explore the ethical and social implications of the games and/or simulations they produce
- Test the functionality of a game or simulation for specified requirements
- Communicate outcomes of an evaluation
Software development: Developing apps and web software
Outcomes
A student:
- uses computing technologies and data safely and responsibly CTLS-SAF-01
- recognises the processes used to design and produce computing solutions CTLS-DPM-01
- demonstrates skills to manage computing projects using collaborative work practices CTLS-COL-01
- explores the evolution and innovations in computing technology CTLS-EVL-01
- uses data in everyday contexts CTLS-DAT-01
- communicates ideas, processes or solutions CTLS-COM-01
- develops simple algorithms CTLS-ALG-01
- collaborates to develop user interfaces and user experiences CTLS-DES-01
Related Stage 4/5 outcomes: CT5-COL-01, CT5-COM-01, CT5-DAT-01, CT5-DES-01, CT5-DPM-01, CT5-EVL-01, CT5-OPL-01, CT5-SAF-01
Content
Identifying and defining
- Identify apps and web software that are used in everyday life
- Recognise key app and web software elements and functions
- Describe various features of user experience (UX)
- Label specific controls in a user interface (UI)
- Respond appropriately to security concerns around the use and storage of personal data on websites, apps and web software, including acceptance of permissions
- Identify the security protocols on existing websites, apps and/or web software
- Explore how sequences, branching and iteration are used to represent logic in an app or in web development environments
- Explore common app and web software programming languages
- Explore roles associated with app and web software development in the workplace
- Explore industries that have embedded the use and promotion of apps and web software
Researching and planning
- Use a scaffold to plan and manage projects individually and/or collaboratively
- Participate in developing a timeline of app and web software innovations based on user/industry adoption
- Recognise how the changing needs of society have influenced the development and use of apps and web software
- Identify the ethical and social impacts of apps and web software
- Recognise safety and security considerations when developing apps and web software
- Explore app and web software interface layout, including interactivity and functional elements
- Identify a user’s preferences, needs and wants when accessing/using an app or web software
- Compare features of UI and UX on apps and web software
- Explore responsive app and web design and its significance for UX
- Participate in developing design specifications for an app or web software project
- Use agile tools when planning, designing and developing projects
- Explore how the use of graphic user interface (GUI) display areas within apps and web software increase the UX
Producing and implementing
- Use a scaffold to manage time and resources when developing an app or web software
- Identify and use input process output (IPO), decision trees, or ‘and/or’, ‘if/then/else’ statements when developing app or web software programs or games/simulations
- Design and develop physical/web-based prototypes to communicate ideas and features to potential end users
- Participate in modifying existing code in app or web software applications and observe the variable changes in the output
- Design and produce an app or web interface based on the preferences of an identified end user
- Use properties to change the variables of objects within a program or application
- Identify and correct errors within an existing algorithm or code, including syntax, Boolean and run time errors
- Design GUI display areas based on developed apps or web software
- Develop accessible information/help tags, panels and popovers to improve the overall UX and accessibility of functions of an app or web software
- Design an app or web software program that meets password length and requirements
Testing and evaluating
- Independently or collaboratively develop a set of criteria to test app or web software using different scenarios
- Reflect on how app or web software use and interactions have changed
- Test and assess the effectiveness of app and web software designs using a set of agreed criteria
- Test the functionality of a developed app or web software program based on the elements of UX and UI
- Identify issues encountered when testing solutions
- Test data to check an algorithm and programming code
- Recognise the ethical and cybersecurity considerations of app and web software designs
