The Digital Technologies Curriculum will allow students to use computational thinking and information systems to define, design and implement solutions.
Through the practical application of technologies including digital technologies, students develop dexterity and coordination through experiential activities. Technologies motivates young people and engages them in a range of learning experiences that are transferable to family and home, constructive leisure activities, community contribution and the world of work.
Technologies provides students with authentic learning challenges that foster curiosity, confidence, persistence, innovation, creativity, respect and cooperation. These attributes are necessary when using and developing solutions to make sense of complex ideas and relationships in all areas of learning. Technologies helps students to be regional and global citizens, capable of actively and ethically communicating and collaborating.
Code.org Student Year 1 to Year 6
In order for students to sign in and keep track of their progress on Code.org, please log in using the links below.
Passwords are received in the Digital Technologies class (either a picture or word).
Once logged in students may search the site for other fun and interesting coding games with progress automatically saved to their accounts.
Certificates are given out at the completion of courses and can be printed at school or at home.
These sites are best viewed using Google Chrome, Mozilla Firefox or Microsoft Edge. The courses are both desktop and tablet compatible.
Dance Mat Typing Year 1 & Year 2
The focus for students is on correct finger placement using the home row ASDF JKL; and not on speed. Speed will automatically increase as students become more familiar with the letter placements. This comes with practice, practice and more practice.
Computational Thinking Year 3 to Year 6
Other Student Accounts
Students are provided with some or all of the following accounts depending on their year level.
Code.org (Year 1 to Year 6)
Typing.com (Year 3 to Year 6)
Scratch.mit.edu (Year 3 to Year 6)
Tinkercad.org (Year 4 to Year 6)
Connect DET (Kindy to Year 6)
Office 365 (Kindy to Year 6)
Class Dojo (Kindy to Year 6)
StudyLadder (Year 1 to Yera 6)
Allow Adobe Flash Player to run (not compatible with most tablet devices.)
Activities in various learning areas are available for Year 1 to Year 5.
Find the Technology (Year 3)
Click the Bubble (not Abcya)
Tinkercad 3D Printing Designing Software Year 4 to Year 6
Tinkercad is a simple, online 3D design and 3D printing app.
Students in Years 3, 4, 5 & 6 will have teacher managed accounts with Tinkercard, allowing them to design 3D printing models. Models will be selected for printing using Lathlain’s 3D Prusa Printer.
STEM Club Year 3 to Year 6
STEM Club is held on a weekday after school from 3:00 pm to 4:00 pm. Students from years 3 to 6 are selected based on enthusiasm, availability and skill. There are only approximately 60 places available each year and once invited, students are welcome to attend the entire year. Students who register their interest may be invited if a place becomes available. Students may attend a single year during their time at Lathlain or may be selected for additional years to assist the flow of the program.
This year we will host a Year 3/4 group and a Year 5/6 group.
Students will have the opportunity to participate in various activities including Scratch, Tinkercad, SweetHome3D, Kodu Game Lab, Microbits, Grok Learning, Robotics, Circuits, Makey Makey and more.
Contact Mrs Ionascu if you have any further inquiries (Digital Technologies Specialist) Mirela.Ionascu@education.wa.edu.au
STEM Club 2020 – Monday 3pm to 4pm
All parents/carers are required to access ClassDojo for communication purposes. Students invited to join Stem Club 2020 will be added to a new ClassDojo Classroom.