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Digital Technologies NCEA NZC Level 1 Course Outline 1

Guide to aid teacher planning — designed to be printed or viewed in A3,


Landscape.
Purpose
This example Course Outline has been provided to support teachers to understand how the new
subject Learning Matrix and NCEA Achievement Standards might be used to create a year-long
programme of learning.

Significant Learning Learning Activities a


Evaluate the fitness for purpose of Introduction to Digital Technologies
digital technologies outcomes by Overview of digital technologies and introduction to the idea of their im
considering manaakitanga,
kaitiakitanga, and the outcomes’ Review examples of technology and how it impacts humans and the w
social and physical environments
Relevant context examples:
Understand that digital technologies • Impacts of social media — positives and negatives. What mak
and the concepts that underpin them • Video games — different perspectives. What makes games fu
are influenced by the people that • Filmmaking and animation as modes of communication. Story
create them and the contexts in which knowledge, connecting, and giving people a voice.
they are developed

Be aware of relevant occupational


safety and health practices

Follow a technological process to Introduction to Animation


design, develop, and document digital Students will learn basic techniques in animation, such as:
outcomes • drawing and text tools
• keyframes, motion, easing, etc
Use appropriate standards and • basic image compression for importing images, and video com
conventions for digital technologies • basic video editing: cutting, transitions, adding audio tracks.
domains
Class activities around planning:
Apply appropriate tools and use • Identifying an audience, communication purpose, and key me
information from testing to improve the • Storytelling — how to plan a good story, characters, etc.
quality of digital technologies • Storyboarding.
outcomes

Understand how compression enables


widely used technologies to function

Understand that digital technologies Introduction to Web Design


and the concepts that underpin them Overview and history of the internet and web design.
are influenced by the people that
create them and the contexts in which Review examples of web development and the purposes and audienc
they are developed
Relevant context examples:
Understand that digital technologies • What types of websites are there?
and the concepts that underpin them • Basic information websites — what do we use them for?
have an impact on people, societies, • Social media websites.
and cultures • Club/organisation websites.
• Interactive websites, for example, the one that lets you zoom i
Follow a technological process to
design, develop, and document digital Class activities to teach basic techniques in HTML/CSS:
outcomes • Structure tags such as doctype, title.
• Headings, paragraphs, and lists.
Use appropriate standards and • Images.
conventions for digital technologies • Anchor tags with links to other pages and external websites.
domains • Semantic tags like header, section, footer.
• CSS for styling.
Apply appropriate tools and use
information from testing to improve the Class activities around planning:
quality of digital technologies • Identifying an audience, communication purpose, and key me
outcomes • Layout design and hierarchy of information.
• Wireframing for prototyping.
Understand that digital devices can
collect, store, and share data, and
consider the related ethical issues

Understand that digital technologies Introduction to Human-Computer Interface Usability


and the concepts that underpin them Learn about user human-computer interfaces and explore examples o
are influenced by the people that • Explore mātāpono Māori as a lens that can be used when thin
create them and the contexts in which • Learn about usability heuristics and principles and explore exa
they are developed • Practise evaluating interfaces in terms of usability principles a

Understand that digital technologies Learning covered supports development of skills and knowledge towa
and the concepts that underpin them interfaces.
have an impact on people, societies,
and cultures

Prioritise user experience in design —


practise manaakitanga by applying
relevant design principles, mātāpono
Māori, and usability principles

Recognise that new and innovative


solutions to existing problems are
developed through kotahitanga, and
creative and critical thinking

Investigate and consider possible Outcome Design


digital solutions for authentic contexts Reinforce the ideas around the purposes of websites and animations
or issues used as tools to communicate a message, connect people, engage p
Learners choose whether they want to design a website or anima
Follow a technological process to
design, develop, and document digital Exploration of mātāpono Māori and usability heuristics lenses that can
outcomes
Exploration of design tools (wireframes, storyboards, etc).
Prioritise user experience in design —
practise manaakitanga by applying Exploration of the principles and elements of design.
relevant design principles, mātāpono
Māori, and usability principles Overview of the technological design process (scoping a project, user
design).
Apply appropriate tools and use
information from testing to improve the Use the technological design process to design a website or animatio
quality of digital technologies
outcomes Identify a story to tell through either animation or a website.
• Brainstorm story ideas.
Recognise that new and innovative • Brainstorm who the audience of the outcome might be and wh
solutions to existing problems are • Consider how mātāpono Māori/usability heuristics/design prin
developed through kotahitanga, and • Using a template, students identify the purpose and end users
creative and critical thinking
Design ideas.
Understand how digital technologies • Generate a range of design ideas.
impact on end users by considering • Use research into the chosen audience and story to inform de
the following mātāpono Māori: • Develop a design concept using design ideas.
kotahitanga, whanaungatanga, • Use feedback to refine aspects of the design.
manaakitanga, wairuatanga, • Apply design principles to improve the design.
kaitiakitanga, and tikanga
Final design.
Anticipate and find solutions to • Provide evidence that the proposed outcome addresses the p
problems • Provide evidence of how mātāpono Māori contributed to the d

Evaluate the fitness for purpose of Learning covered will provide opportunities to collect evidence toward
digital technologies outcomes by
considering manaakitanga,
kaitiakitanga, and the outcomes’ social
and physical environments

Follow a technological process to Outcome Development


design, develop, and document digital Building on the learning earlier in the year, students will follow a techn
outcomes elect to develop an outcome from a different digital technologies dom
guidance at the appropriate point in the learning programme.)
Use appropriate standards and
conventions for digital technologies Class exercises teach students about managing timeframes and abou
domains Based on their design, learners will now develop the animation or web
• break the outcome into components
Anticipate and find solutions to • use an iterative process to develop their outcome
problems • use a range of basic techniques in appropriate software
• consider usability and design principles in their development
Apply appropriate tools and use • consider mātāpono Māori when developing their outcome
information from testing to improve • test that their outcome works as expected
the quality of digital technologies • trial their outcome with end users, and use feedback to improv
outcomes • export their completed animation using appropriate parameter
• upload their completed website to an appropriate space to sha
Work collaboratively and engage in
talanoa, wānanga, and kōrero to Learning covered supports development of skills and knowledge towa
share perspectives and values

Use appropriate strategies to manage


time and resources for completing a
project

Evaluate the fitness for purpose of


digital technologies outcomes by
considering manaakitanga,
kaitiakitanga, and the outcomes’
social and physical environments

Understand the nature of computation Programming


and apply appropriate reasoning about Review different programming languages/platforms to demonstrate th
the behaviour of basic programs
Class activities built around small challenges or programs that teach a
Apply basic computational thinking • collecting input and producing output
skills (decomposition, abstraction, • the importance of thoughtful commenting
pattern recognition, algorithms, logic, • storing data in variables and constants (or a range of data typ
and evaluation) to write and debug • if/else/elseif conditions and associated logic
computer programs • for loops and while loops
• storing and accessing data stored in collections (lists, arrays,
Understand that the cost (or • modular programming (if time allows).
computational complexity) can differ
between two iterative algorithms for Class activities teach students to design algorithms to solve problems
the same problem size the same level of efficiency.

Demonstrate learner agency and Students learn strategies to find and debug common errors in program
persevere when things fail
Students learn about how to check and validate user input to avoid er
Anticipate and find solutions to
problems Learning covered supports development of skills and knowledge towa
Use appropriate strategies to manage
time and resources for completing a
project

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