Curriculum ~ Technologies ~ R-6

Technologies enrich and impact on the lives of people and societies globally.

In the Australian Curriculum,  Technologies describes two distinct but related subjects:

  • Design and Technologies, in which students use design thinking and technologies to generate and produce designed solutions for authentic needs and opportunities.
  • Digital Technologies, in which students use computational thinking and information systems to define, design and implement digital solutions.


Design and Technologies

We want our students to be able to recognise the role of people in design and technology occupations and explore factors, including sustainability that impact on the design of products, services and environments to meet community needs. Learning experiences focus on students investigating the suitability of materials, systems, components, tools and equipment for a range of purposes, through hands on activity based learning experiences.

Digital Technologies

Digital Technologies are any technologies controlled using digital instructions, including digital hardware and software, digital media and devices, digital toys and accessories and emerging communication technologies. Computers smart phones, digital cameras, printers and robots are all examples of digital technologies.


At EFS R-6 students use a wide range of digital hardware and software. Use of IPads, desktops, laptops, digital cameras and programming software such as Scratch are used by students as we develop student skills and understandings. Every classroom has an Interactive board or touch screen a classroom IPad and access to mini IPads, also used by specialist teachers across the curriculum. We embrace the challenges of provision of new devices both for students and staff for teaching and learning.

Our students are encouraged to be actively engaged in the process of defining problems and opportunities, designing, implementing and evaluating digital solutions, and creating and sharing information that meets a range of current and future needs. Students use digital hardware and software components to create digital solutions through collaboration.




October 2015