WA Curriculum

The Technologies learning area enriches the lifestyles of people and communities by encouraging innovative and enterprising behaviours through real-world learning. It fosters students’ curiosity, innovation, creativity, problem-solving, project management and ethical understanding through the solving of complex challenges.

Technologies ensures students benefit from both the knowledge of, and practical experience with, traditional, contemporary and emerging technologies that influence our world. Students are encouraged to consider the impact of technological solutions on social and equity issues, including personal and community values. The Technologies learning area engages students in analytical, critical, creative and design thinking skills. Through an agile and systematic approach, students learn to problem-solve, ideate, experiment, prototype and project manage to develop real-world solutions.

Touch Typing Year 1 to Year 6

The focus for students is on correct finger placement using the home row ASDF JKL; and not on speed. Speed will increase as students become more familiar with the letter placements. This comes with practice, practice and more practice.

Mouse Skills Year 1

Students develop fine motor control and hand–eye coordination by practising mouse movements such as navigating the cursor, clicking, double-clicking, dragging and scrolling. These foundational skills support confident and efficient use of digital systems across all learning areas.

Apple Catch

Turtle Wax

Drawing with AI

Music Lab, Quick, Draw! and Auto Draw.

Quick, Draw!

Auto Draw

Additional Coding

Year 3 to Year 6 coding applications.

MakeCode Arcade

LEGO Spike Prime

Tinkercad 3D Designing Year 4 to Year 6

Tinkercad is an easy-to-use online tool for creating 3D designs. Students learn to design, build and improve ideas while developing problem-solving and creative thinking skills.

Privacy and Security

Students learn about privacy and security by understanding how personal data is shared and stored online. They explore potential risks, use trusted platforms, and develop awareness of their digital footprint. Students practise making safe choices by applying privacy considerations, protecting passwords and passphrases, and knowing what to do when encountering inappropriate content or uninitiated contact. These skills support safe and responsible use of digital technologies.

CyberSmart Challenge

eSafety Commissioner

CyberSmart Challenge

eSafety Commissioner

Digital Passport

Digital Passport™ 

Dino password generator

DinoPass – password generator

Kids Help Line

Kids | Talking helps! 

Robo Raven and the Ancient Relics

eSafety Relics

Posters

eSafety Links for Parents, Educators and Students

Creativity

Canva

Avatar Maker

Thinking & Problem Solving

Create your own 3D marble run.

Questacon | Marbelous Ball Run

2D marble run. Create and post to gallery.

MARBLE RUN

Map Maker by National Geographic.

Map Maker

Find all the elements.

Little Alchemy 2

Physics 30 challenges & create your own!

Launchball (sciencemuseum.org.uk)

MLC Manipulatives

Math Learning Centre

Educational games and puzzles.

National Geographic Kids

Create line run.

Line Rider

Travel through time

2020 Game

Learning Management 

Year 3 to Year 6 Start of Year Survey

STEM Club Student Application