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Digital Technologies Curriculum

Hangarau Matihiko

An introduction to the Digital Technologies Curriculum content for Yrs 1 - 10

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A digitally fluent person can decide when and why to use specific digital technologies to achieve a specific task or solve problems.

A digitally capable person can create their own digital technologies solution.

Being Digitally Fluent in a Learn Create Share World

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  • Teachers are supported to acquire digital fluency required for effective teaching, planning, assessment and professional learning
  • Teachers learn how digital technologies used effectively can have a significant impact on accelerating achievement outcomes
  • Supporting teacher digital fluency and confidence to deliver the curriculum in a digital learning environment

The Manaiakalani Programme

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Digitally Fluent Students

It's important that students have opportunities to be innovative designers and creators of digital solutions – moving beyond solely being users and consumers of digital technologies.

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Digitally Fluent Teachers

Digitally Fluent Students

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  1. Computational Thinking for Digital Technologies -

students will develop an understanding for computer science principles that underlie all digital technologies. They’ll learn core programming concepts so that they can become creators of digital technology, not just users.

Digital Technologies | Hangarau Matihiko

Two areas to the technologies curriculum content for Yrs 1 - 10

Technology in the NZ Curriculum

  1. Designing and Developing Digital Outcomes -

Students will learn how to design quality, fit-for-purpose digital solutions

  • Te Tupuranga Whakaaro Rorohiko -

E waru ona whakatupuranga e wetewetehia ana ngā whakaaro rorohiko kia whai

māramatanga ki ngā rapanga o te papatono rorohiko matatini me ona momo

hātepe, e whaitake ai te waihanga papatono ki te ao tūturu.

  • Te Tupuranga Tangata me te Rorohiko -

E rima ona whakatupuranga e whakatau ana i ngā tikanga me ngā mātāpono ki

te whakahaere tūmahi e tū ai hei kirirarau matihiko.

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Computational Thinking for Digital technologies

Designing and Developing Digital Outcomes

  • Programming
    • Input
    • Output
    • Sequence
    • Iteration
    • Selection
    • Variables
  • Unplugged activities
  • Algorithms / Ngā hātepe
  • Human-computer interaction
  • Understanding Binary
  • Robotics
  • Sphero, Arduino Lego, Makey Makey
  • Scratch, Coding
  • App Development: code.org
  • Digital Learning Objects (DLOs), Google slides, Google Drawings,
  • Animation: Stopframe
  • 3D modelling environments: Google SketchUp, Tinkercad,
  • Movie making: imovie, Movie Maker
  • Game Design
  • Designing systems

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Technology Strands

Technology Practice

Te Whakaako Hangarau

  • Planning for practice
  • Brief development
  • Outcome development and evaluation

  • Technological modelling
  • Technological products
  • Technological systems
  • Characteristics of technology
  • Characteristics of technological outcomes

Technology Knowledge

Te Mōhiotanga Hangarau

Nature of Technology

Ngā Āhuatanga Hangarau

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Designing and Developing Digital Outcomes

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Progress Outcome 2:

In authentic contexts and taking account of end-users, students make decisions about creating, manipulating, storing, retrieving, sharing, and testing digital content for a specific purpose, given particular parameters, tools, and techniques. They understand that digital devices impact on humans and society and that both the devices and their impact change over time.

Students identify the specific role of components in a simple input-process-output system and how they work together, and they recognise the "control role” that humans have in the system. They can select from an increasing range of applications and file types to develop outcomes for particular purposes.

Technological practice

Nature of technology

Technological knowledge

Designing and Developing Digital Outcomes

Discipline knowledge

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Progress Outcome 2

Example tasks

Link to other learning areas

In authentic contexts and taking account of end-users, students make decisions about creating, manipulating, storing, retrieving, sharing, and testing digital content for a specific purpose, given particular parameters, tools, and techniques.

They understand that digital devices impact on humans and society and that both the devices and their impact change over time.

Students identify the specific role of components in a simple input-process-output system and how they work together, and they recognise the "control role” that humans have in the system. They can select from an increasing range of applications and file types to develop outcomes for particular purposes.

  • Create a Digital Learning Object (DDO) i.e.Animation with Google Slides, selecting shapes in Google Drawing, manipulating images, ordering and grouping
  • Understand the basics of manipulating Google Apps i.e. inserting tables, formatting fonts, document sizes,

Designing and Developing Digital Outcomes

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Digital Technology Progress Outcomes

The alignment to levels 1–5 of the New Zealand Curriculum (NZC) is tentative and theoretically derived until teachers have had the opportunity to implement the digital progressions.

Tāhūrangi Technology

The progress outcomes sit within the strands of technology. They describe the significant learning steps students take as they develop their expertise in computational thinking (CT) and Designing and Developing Digital Outcomes (DDDO) over time.

Cheryl Pym

(Nationally accredited facilitator, University of Otago)

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Input

Keyboard, mouse, microphone, joystick,scanners, digital camera, usb,

Output

Monitor, printer, speakers, projector, headphones,

Sequence

Series of steps or instructions in a predetermined order, action, event

Iteration

Forever loops, repeat blocks, while true,

Selection

A decision within a computer program when the program decides to move on based on the results of an event i.e. Conditionals, If then else

Variables

The ability to store values

Computational thinking

Programming fundamentals

Analysis

Design

Coding

Testing

Debugging

Elements of programming

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CT: Progress Outcome 1

In authentic contexts and taking account of end-users, students use their decomposition skills to break down simple non-computerised tasks into precise, unambiguous, step-by-step instructions (algorithmic thinking). They give these instructions, identify any errors in them as they are followed, and correct them (simple debugging)

Input

Keyboard, mouse, microphone, joystick,scanners, digital camera, usb,

Output

Monitor, printer, speakers, projector, headphones,

Sequence

Series of steps or instructions in a predetermined order, action, event

Iteration

Forever loops, repeat blocks, while true,

Selection

A decision within a computer program when the program decides to move on based on the results of an event i.e. Conditionals, If then else

Variables

The ability to store values

Programming fundamentals

Analysis

Design

Coding

Testing

Debugging

Elements of programming

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Tāuru

Te papapātuhi, te kiore, te hopuoro, te kakautohu,te pūmatawai, te kāmera matihiko, te rākau pūmahara

Huaputa

Te mata, te pūrere tā, te tukuoro, te ukuata, te pokitaringa

Raupapa

He tohutohu kua whakaritea kētia ki tētahi raupapa, ki tētahi mahi, ki tētahi kaupapa rānei.

Tōaitanga

Ka koromeke tonu, paraka tōai, he āhuatanga tika.

Tīpakonga

He whakatau nō roto i te papatono rorohiko ka ahu mai i te otinga o tētahi pūreitanga. Hei tauira; ngā here, Ki te …… ka….

Ngā taurangi

Te āheinga ki te penapenahia ngā ūara.

Ngā tūāpapa papatono

Tātari

Hoahoa

Waehere

Whakamātautau

Patuiro

Ngā āhuatanga o te papatono

Te Whakaaro Rorohiko

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Whakatupuranga 1

Ka wetewetea tētahi tūmahi rorohiko-kore ki ētahi tohutohu tika, tohutohu mārama, me kī, kia māmā ngā tohutohu (whakaaro hātepe). Ka taea te tuku tohutohu, ka tautohu mēnā kei te hē, ā, ka whakatika ai (te patuiro). Mā tēnei mahi e whakaatu ka taea e rātou te whakamahi i ō rātou pūkenga whakaraupapa hei wetewete i tētahi tūmahi ki ōna tohutohu iti nei.

Tāuru

Te papapātuhi, te kiore, te hopuoro, te kakautohu,te pūmatawai, te kāmera matihiko, te rākau pūmahara

Huaputa

Te mata, te pūrere tā, te tukuoro, te ukuata, te pokitaringa

Raupapa

He tohutohu kua whakaritea kētia ki tētahi raupapa, ki tētahi mahi, ki tētahi kaupapa rānei.

Tōaitanga

Ka koromeke tonu, paraka tōai, he āhuatanga tika.

Tīpakonga

He whakatau nō roto i te papatono rorohiko ka ahu mai i te otinga o tētahi pūreitanga. Hei tauira; ngā here, Ki te …… ka….

Ngā taurangi

Te āheinga ki te penapenahia ngā ūara.

Ngā tūāpapa papatono

Tātari

Hoahoa

Waehere

Whakamātautau

Patuiro

Ngā āhuatanga �o te papatono

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CT: Progress Outcome 1

Analysis

Design

Coding

Testing

Debugging

Elements of programming

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Computational Thinking -

Designing and Developing Digital Outcomes

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Computational Thinking -

Designing and Developing Digital Outcomes

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Cybersmart alignment to the DT

Mapping the Cybersmart curriculum to the Digital Technologies Curriculum

NB: Draft document

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Take the time to explore Computational Thinking and Designing & Developing Digital Outcomes through the progress outcomes, exemplars and snapshots.

Explore Option: Tāhurangi NZC

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Tēnā, tirohia ngā whakamahukitanga e pā ana ki ngā āhuatanga o te whakaaro rorohiko. He tauira a te mahi ki tēnei pae tukutuku

Explore Option: Kauwhata Reo � Hangarau Matihiko

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Digital Technologies Teachers Aotearoa

Resources and online community to support technology integration across all subjects

Explore Option: Resources

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Explore Option: Hour of AI

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Progress Outcome 3

Example tasks

Link to other learning areas

In authentic contexts and taking account of end-users, students decompose problems into step-by-step instructions to create algorithms for computer programs.

They use logical thinking to predict the behaviour of the programs, and they understand that there can be more than one algorithm for the same problem. They develop and debug simple programs that use inputs, outputs, sequence, and iteration (repeating part of the algorithm with a loop).

They understand that digital devices store data using just two states represented by binary digits (bits).

  • I can look at a problem and can figure out the steps to solve it. I use this solution to code algorithms for computer programs.
  • I can predict what my computer program will do based on the code it receives
  • In my code, I will use inputs, sequence and repeat loops (iteration)
  • I debug my computer program so it works correctly
  • I know that computers use bits to store data

Cybersmart - Smart Footprint

  • Students can write a programme to educate others about their digital footprint

Explore Option: Computational thinking

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Progress Outcome 4

Example tasks

Link to other learning areas

LEARN

In authentic contexts and taking account of end-users, students decompose problems to create simple algorithms using the three building blocks of programming: sequence, selection, and iteration.

They implement these algorithms by creating programs that use inputs, outputs, sequence, basic selection using comparative operators, and iteration.

They debug simple algorithms and programs by identifying when things go wrong with their instructions and correcting them, and they are able to explain why things went wrong and how they fixed them.

  • I can solve a problem by coding simple algorithms. My algorithms use sequence, selection and iteration.
  • I use the algorithms to make computer programs that use inputs, outputs, sequence, iteration and comparative operators.
  • To debug algorithms and computer programs I find the mistakes in my algorithms and correct them. I can explain why things went wrong and how I fixed them.
  • I know that digital devices use 0s and 1s (binary) to represent information.

CREATE

Cybersmart - Smart Footprint

  • Smart learners are creating a positive digital footprint
  • Think about how you advertise yourself online

SHARE

Kiro @ Bay of Islands College

Explore Option: Computational thinking