WA Curriculum

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.

Course Work

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.

Code.org – Year One 2021

Code.org – Year Two 2021

Code.org – Year Three 2021

Code.org – Year Four 2021

Code.org – Year Five 2021

Code.org – Year Six 2021


Dance Mat Typing via KidsTyping.net 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.

Dance Mat Typing via KidsTyping.net Link

Computational Thinking  Year 3 to Year 6

Bebras Australia Computational Thinking Challenge for LPS Students in Years 3, 4, 5 & 6

Students can practice previous questions HERE.

Runs for two weeks in March and September annually.

Student Log In HERE https://www.bebras.edu.au/

bebras challenge

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)

Microsoft 365 (Kindy to Year 6)

SeeSaw (Kindy to Year 6)

Canva (Year 4 to Year 6)

Minecraft Education Edition (available to all enrolled students)

ABCya! Year 1 & Year 2

Allow Adobe Flash Player to run (not compatible with most tablet devices.)

Activities in numerous learning areas are available for Year 1 to Year 5.


Mouse Control:













click the bubble game






Typing Skills:

Keyboard Challenge

Keyboard Zoo


abcya animate








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.

Visit out 3D Prints Blog HERE

Figure 1. Race car by Logan Year 5

Drawing Software

Cyber Safety

A selection of cyber safety and digital citizenship courses we choose from.


eSafety Links for Parents, Educators and Students

Word Art Year 5 & 6

Students in Year 5 and Year 6 collaborated using Microsoft OneNote to list words they associate with Digital Technologies. Words with multiple responses are larger in size than other words.