AC9TDI6P05
Year 5
Technologies
AC9TDI6P05 – Year 5 Technologies: Producing and implementing
Strand
Processes and production skills
Substrand
Producing and implementing
This Content Descriptor from Year 5 Technologies provides the specific knowledge and skills students should learn. Use it to plan lessons, create learning sequences, and design assessments that align with the Australian Curriculum v9.
Content Description
implement algorithms as visual programs involving control structures, variables and input
Elaborations
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1
writing and editing programs to solve problems using branching, iteration and variables in a visual programming environment, for example writing a program to draw a rotated shape a given number of times using Turtle Graphics
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2
writing programs that take input from the user or environment and storing that input in a variable for later use, for example asking the user how many shapes to draw in a circle and using that to calculate the number of iterations and angle to rotate each time
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3
writing programs that make decisions involving multiple alternatives, for example an interactive quiz that checks if the answer is correct, gives feedback and updates the score, or gives a final grade based on the score
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4
writing programs that repeat multiple steps based on the user's input, for example repeatedly drawing a shape a given number of times, shifting the position between each iteration
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5
stating the expected behaviour of a program, running the program to check it is correct and fixing any errors, for example 'when I press the left arrow key, the cat should move left, finding the cat moves right, and fixing it by changing the 10 to -10 to alter the direction'
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6
programming digital systems to perform automated tasks, such as closing gates, for example simulating the work of First Nations Australian rangers attempting to lure and capture feral animals
Related Achievement Standards