Banner Photo

Curriculum

                                                  

Cameron Azer | Assistant Principal                                                                                                                         Image: Grade 6 Art                                                                                    

STEAM - Term 2

This term in STEAM, students across Foundation to Grade 6 will be learning through the Victorian Curriculum: Digital Technologies (Version 2), with a focus on Creating Digital Solutions. Across the school, students develop their understanding of algorithms (step-by-step instructions) and how these are used to design and build digital programs. The program is carefully designed to build upon previous learning and apply new learning in a variety of methods.

Foundation – Grade 2: Learning to Think in Steps

Students learn to:

  • Follow and create simple algorithms (step-by-step instructions)
  • Explore decision-making (branching) and repetition (iteration)
  • Represent their ideas using digital tools and simple coding

Grade 3–4: Turning Ideas into Programs

Students build on this by:

  • Designing and representing algorithms
  • Creating programs using loops and conditional statements
  • Using inputs (such as buttons or touch) to control outcomes

Grade 5–6: Designing and Improving Solutions

Students extend their thinking to:

  • Design algorithms with multiple possible outcomes
  • Use variables and control structures in their programs
  • Test, debug and improve their digital solutions

How We Learn

Students use a range of tools to support their learning, including:

  • Visual coding platforms such as Tynker
  • Robotics such as Sphero
  • Structured digital environments such as Minecraft Education Edition (Grade 5–6 only)

     

These tools are used with clear learning intentions and teacher guidance to support creativity, problem-solving and computational thinking.

Skills We Are Building

  • Through this program, students develop:
  • Logical and computational thinking
  • Problem-solving and resilience
  • Confidence in using and creating with technology
  • The ability to design, test and improve solutions

Technology is a tool which is used for active learning and creation. During each STEAM sessions, students regularly participate in:

  • Planning and discussing ideas
  • Testing and refining solutions
  • Reflection on their learning and provide feedback to their peers

We are excited to see the students' understanding and confidence grow as digital learners, as they build skills that are essential for the future.

 

If you have any further questions regarding the STEAM program, please do not hesitate to contact the school.

Mr. Young - STEAM

John Monash Science School - Learning Enrichment

Last week 8 Grade 6 students participated in a Science and Coding Learning Enrichment session at the John Monash Science School at Monash University. This is one of many learning enrichment opportunities that we provide to our students across the curricuclum.

 

Our students worked with a range of Grade 5 & 6 students from other schools, as well as being led by Year 10 & 11 students from the John Monash Science School. Our students were involved in a range of tasks that involved collaboration, Scientific thinking, problem solving and hands-on investigation

Gallery Image
Gallery Image
Gallery Image
Gallery Image
Gallery Image

They will participate in another three sessions over the coming weeks and we look forward to their progress and opportunities to share new learning.