The Technologies curriculum includes two strands - Design and Technologies and Digital Technologies. Students benefit from learning about and working with traditional, contemporary and emerging technologies that shape the world in which we live.
The practical nature of the Technologies learning area engages students in critical and creative thinking, including understanding interrelationships in systems when solving complex problems. A systematic approach to experimentation, problem-solving, prototyping and evaluation instils in children the value of planning and reviewing processes to realise ideas.
The creation of products, processes and systems to solve problems or meet given needs is developed. Technological learners bring together knowledge, experience, resources, ideas and values to design, make and critique for a variety of purposes.
Students explore the digital technologies curriculum through the use of online platforms and through physical devices.
Junior primary students begin to build on their programing skills through the use of Beebots and Osmo devices whilst exploring online coding. Middle primary students are challenged with developing gaming worlds with the use of Bloxels and Minecraft education. Students in the senior years extend their skills and knowledge with the use of Spheros, Microbits and creating using Tinkercad and 3D printing.