9DIGI

Year 9 Digital Technology

Course Description

Teacher in Charge: Ms J. Ah-Sam.

What is Technology?

Technology is intervention by design. It uses intellectual and practical resources to create technological outcomes, which expand human possibilities by addressing needs and realising opportunities.

Technology makes enterprising use of knowledge, skills and practices for exploration and communication, some specific to areas within technology and some from other disciplines. These include digitally-aided design, programming, software development, various forms of technological modelling, and visual literacy – the ability to make sense of images and the ability to make images that make sense.

At Wesley College we offer Digital Technology, Food Technology and Woodwork, which progresses from the Year 7 and 8 Technology Curriculum.  this provides both an academic and vocational pathway for students, and begins the development of knowledge that is required for specific subjects within the Technology department.




What is Digital Technologies?

In Year 9 begin to hone the skills they have collected in their primary school journey, applying these specifically to Wesley College networks, devices and subject areas. Students are expected to confidently and correctly use their digital knowledge and skills to be independent, productive and supportive members of the school community.

This year-long course introduces students to the two strands of the National Curriculum for Digital Technologies:

Strand 1: Computational Thinking

Computational thinking enables students to express problems and formulate solutions in ways that mean a computer can be used to solve them. Students learn how to create accurate and concise algorithms (sets of instructions) for a range of situations.

In this area, students develop algorithmic thinking skills and an understanding of the computer science principles that underpin all digital technologies. They develop an understanding of how computer data is stored, how all the information within a computer system is presented using digits, and the impact that different data representations have on the nature and use of this information.


Strand 2: Designing and Developing Digital Outcomes

In this area, students understand that digital applications and systems are created for humans by humans. They develop an understanding of the fundamental principles for designing and producing quality, fit-for-purpose, digital outcomes. Students interact with a range of programming platforms to develop their understanding of the basic programming structures, exploring the fundamental principles of Artificial Intelligence and Machine Learning, use these to create basic programs. 


Students also begin to consolidate their Digital Literacy.

Digital Literacy is about being skilled at using a range of technologies that support living, learning and working in a digital society, now and in the future.  Students will learn transferable skills that include:

  • using a computer in keeping with the school's acceptable use policy
  • confidently communicate through online applications
  • selecting the correct application for the task
  • performing a wide variety of tasks within a digital environment
  • using the internet and other digital technologies to search, find, evaluate, use and create information
  • operate mobile devices e.g. tablets, laptops
  • understand how and why to comply with the laws of copyright and intellectual property
  • have the necessary keyboarding skills to be effective



Recommended Prior Learning

A grounding in Digital Technologies is helpful for many career pathways. Specific Digital Technologies career pathways for ākonga are wide and varied and include creative endeavours such as interactive design and more technical pathways such as software engineering or support. The skills and attributes acquired through Digital Technologies will also prepare ākonga for related fields such as business or communications.