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NZC – Technology Phase 4 (Years 9–10)

This page provides the draft Years 9–10 Technology Learning Area. This is now available for wider feedback and familiarisation. The current Technology curriculum remains in effect until 1 January 2028.

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About this resource

This page provides the draft Years 9–10 Technology Learning Area. This is now available for wider feedback and familiarisation. The current Technology curriculum remains in effect until 1 January 2028 and can be found here The New Zealand Curriculum – Technology.

Teachers support students to learn at least two of the five strands in each of Years 9 and 10. The following examples illustrate experiences that support purposeful and increasingly advanced technology learning in Years 9 and 10. Appropriate use of a range of materials, tools, and equipment will ensure students can access all relevant knowledge and practices within the teaching sequence. 

Indicative Examples  

Redesign a household item inspired by a historical innovation 

Analyse past innovations (e.g. ballpoint pen, Velcro, folding chair) to inspire solutions for current challenges. Define needs, set success criteria, and consult stakeholders. 

Design an inclusive community space 

Design a public space (e.g. park, youth centre, library zone) that meets user, accessibility, and environmental needs. Explore layouts using drawing tools, models, and CAD, and test prototypes for flow and function. 

Product design: circular economy 

Design a personal product (e.g. tech case, clothing, container) that supports reuse, repair, remanufacture, and recycling. Analyse lifecycles, prototype with sustainable materials, and test for durability and usability. 

Flat-pack furniture design 

Create flat-pack furniture (e.g. stool, table) that can be assembled without tools. Focus on joinery, CAD, and efficient material use, considering packaging, transport, and user experience. 

Soft materials: wearable tech hoodie or bag 

Design a hoodie or bag with wearable tech (e.g. LEDs, speaker, solar charger). Combine textile skills with electronics and coding, encouraging innovation and problem-solving. 

Processing: biodegradable packaging material 

Test materials (e.g. starch polymers, recycled fibres) using tools like pH meters. Prototype packaging, assess impact, and use data to improve safety and sustainability. 

Functional snack for recovery 

Develop a snack for recovery or energy, targeting nutritional needs. Use kitchen tools (e.g. sous-vide, pH meters), apply food science, and test for taste, texture, and shelf life. Packaging reflects cultural and environmental values. 

Bioactive fermented beverage 

Create a fermented drink (e.g. kefir, probiotic soda) with health benefits. Use fermentation systems and tools (e.g. pH tracking, plating), and evaluate safety, bioactivity, and ethics. 

Responsive smart garment 

Design a garment or accessory that reacts to input (e.g. sound, movement, temperature). Use microcontrollers, sensors, and textile techniques, testing for comfort, safety, and expression. 

Multiplayer or Augmented Reality (AR) learning game 

Design a multiplayer or AR game that teaches a specific topic or skill (e.g. te reo Māori hunt, climate game). Use an appropriate game development platform or web AR tool, debug the game logic, and evaluate its ethics, accessibility, and data use. 

Interactive data storytelling platform 

Build a web app that visualises data through charts, maps, or animations. Using tools like D3.js, integrate real-time or user data, explore data ethics, and optimise for mobile users. 

Spatial and Product Design

Knowledge

The facts, concepts, principles, and theories to teach.

Practices

The skills, strategies, and applications to teach.

During Year 9

During Year 10

During Year 9

During Year 10

Spatial and product design 

  • Design movements and local contexts inform contemporary practice. 
  • Specifications derived from key attributes guide form–function decisions and usability. 
  • Technical drawing (orthographic, section, exploded) follows a structured sequence to detail design ideas clearly and accurately, supporting refinement and communication of intent. 
  • CAD tools support modelling and development of complex design ideas, helping designers meet criteria for creativity, safety, and functionality. 
  • Sony Walkman — Akio Morita (1921–1999) and Masaru Ibuka (1908–1997) introduced the world’s first portable personal cassette player in 1979, revolutionising music listening by allowing people to enjoy music privately and on the move. 

Design thinking 

  • Design and innovation create technological change expanding human capability in health, transport, and communication. 
  • Effective design integrates human, environmental, and systemic considerations, using design frameworks, planning tools, and stakeholder input to guide decisions, manage trade-offs, and optimise outcomes. 
  • Design processes involve testing, feedback, and failure analysis to assess real-world performance. 
  • Technological outcomes can raise ethical and legal issues such as privacy, data security, bias, and fairness, which affect individuals and society. 
  • Technological outcomes have ongoing interactions with the environment (complex ecosystems), along with people’s cultural and historical needs. 
  • Technological outcomes can contribute to mis-, dis- and malinformation, ignore intellectual property rights, increase the digital divide, and have environmental impacts.  
  • Futuristic architect — Zaha Hadid (1950–2016) designed futuristic, fluid architectural forms like the Heydar Aliyev Center. Her work pushed boundaries in modelling and materials technology. 

Spatial and product design 

  • New Zealand’s design heritage can shape or challenge culturally responsive and inclusive design practice. 
  • Visual skills (e.g. sketching, rendering, CAD) are used throughout the design process to explore, test, and communicate design ideas effectively. 
  • Advanced CAD (e.g. parametric modelling, simulation, rendering) supports testing and communicating performance during development. 
  • Measurements of the human body (anthropometric data) help designers create products that fit users comfortably and safely. 
  • Lifecycle, ethical, and ergonomic thinking — using anthropometric data where relevant — strengthen design decisions and optimisation. 
  • Architecture and buildings — Frank Lloyd Wright (1867–1959) integrated architecture with nature, as seen in Fallingwater in 1935. His use of materials and sustainable design principles influenced modern architecture. 

Design thinking 

  • Technological change reshapes society by transforming systems, extending human capability, and influencing complex ecosystems — including the environment, culture, and long-term sustainability. 
  • Effective design frameworks guide the understanding of how people, environments, and systems interact, applying ethical and lifecycle thinking. 
  • Analogue and digital tools coordinate planning, quality, and iterative development for complex projects. 

Spatial and product design 

  • Exploring and refining ideas visually using sketches, 2D/3D drawings, and CAD, applying feedback and specifications 
  • Integrating technical drawing and CAD tools to iteratively refine design solutions, ensuring alignment with user needs, manufacturing constraints, and sustainability goals 
  • Communicating design intent through accurate technical drawing sequences and CAD models that support decision-making and production 
  • Assessing a design’s full lifecycle — including material sourcing, durability, and disposal — and using design language to justify feasibility, responsibility, and user/context fit 

Developing outcomes 

  • Applying design thinking to develop innovative, user-centred outcomes that respond to real-world challenges and improve people’s lives 
  • Applying design frameworks, modelling, and planning to test, refine, and communicate ideas that meet specifications and stakeholder needs 
  • Improving design outcomes through collaboration, stakeholder engagement, and iterative planning that considers ethical, environmental, and lifecycle impacts 
  • Developing briefs, collaborating with stakeholders, and using checkpoints to manage iteration, risk, and impact, refining outcomes by acting on feedback  
  • Applying making techniques, engineering principles, and anthropometric data (human measurements) to develop fit-for-purpose outcomes 
  • Using failure analysis and sustainability reasoning to improve outcomes and justify design decisions 
  • Designing and developing an outcome that is made in spatial and product design, materials (hard-resistant, soft-textiles, processing), foods, biotechnology, systems (mechatronics), or digital (computation, digital technologies, or computer science) 

Spatial and product design 

  • Communicating resolved designs with accurate 2D and 3D visuals clearly showing form, function, proportion, and scale 
  • Applying anthropometrics and usability data to optimise fit and safety 
  • Applying design history, principles, and disciplinary language to meet design needs and to evaluate how technologies affect functionality, accessibility, and user experience 
  • Applying advanced CAD features (e.g. parametric modelling, simulation, rendering) to test, validate, simulate performance, and communicate manufacturing intent 

Developing outcomes 

  • Developing fit-for-purpose outcomes by independently selecting and integrating advanced tools, materials, ergonomic principles, techniques, and processes  
  • Delivering optimised (fit-for-purpose) outcomes using ergonomic and lifecycle evidence 
  • Leading the management of a complex design brief by establishing strategic checkpoints, gathering comprehensive documentation, and applying stakeholder feedback to guide decision-making, track progress, and evolve outcomes 
  • Utilising advanced planning tools (both analogue and digital) to coordinate complex, multi-phase projects, while anticipating risks and implementing contingency strategies 
  • Applying ethical frameworks and lifecycle analysis to justify trade‑offs and long‑term impacts with consideration of responsible design practices across social, environmental, and economic dimensions 
  • Designing and developing an outcome that is made in spatial and product design, materials (hard-resistant, soft-textiles, processing), foods, biotechnology, systems (mechatronics), or digital (computation, digital technologies, or computer science) 

Materials and Processing Technology 

Knowledge

The facts, concepts, principles, and theories to teach.

Practices

The skills, strategies, and applications to teach.

During Year 9

During Year 10

During Year 9

During Year 10

Materials technology 

  • Safe and purposeful practice relies on identifying and managing risks, using evidence-based thinking to make informed design decisions. 
  • Ethical and responsible choices — alongside the use of advanced and smart materials — are essential for creating fit-for-purpose outcomes in fashion and product design. 

Hard (resistant) and soft (textiles) engineering  

  • Selecting appropriate tools, materials, and joining methods is essential for creating functional, durable, and safe outcomes. 
  • Material characteristics (e.g. appearance, performance, function) affect user experience and product interaction. 
  • Smart and traditional materials behave differently depending on their type, context, and use, influencing sustainability and design innovation. 
  • Hand pump and Breath of Life resuscitator — Norma McCulloch (date unknown) from Rongotea in Manawatū invented a hand pump to remove air from freezer bags (1975) and the award-winning Breath of Life resuscitator as a safer alternative to mouth-to-mouth. 

Processing technology 

  • Ingredients have key performance properties that work together in the development of processed outcomes. 
  • Processing systems are designed to meet performance criteria and stakeholder expectations through efficient resource management, including sustainable practices. 

Food technology  

  • Food outcomes are manipulated, transformed, or combined by ingredient functionality, processing methods, and production systems influenced by composition and conditions. 
  • Sustainable food production in New Zealand involves culturally responsible practices across processing, packaging, storage, and transportation. 
  • Industry codes of practice and appropriate use of tools and techniques are designed to ensure food safety, quality, and reliability. 
  • Hokey Pokey Ice Cream — Brian Simon (1936–) created at his father’s Newjoy Ice Cream Co. in Dunedin. Simon reportedly made the first batch using broken Crunchie bars from the local Cadbury factory in 1953. 

Biotechnology  

  • Biotechnology uses living organisms or biological systems (e.g. fermentation, enzymes, plant tissue culture) to create useful products such as foods, medicines, or materials. 
  • Biotechnology processes have benefits (e.g. improved food safety) and risks (e.g. contamination, environmental impact) that need careful management. 

Materials technology 

  • Testing materials, tools, and techniques builds practical knowledge and helps evaluate feasibility, quality, and system-wide impacts. 
  • Design engineers make fit-for-purpose choices by understanding material properties, codes of practice, and how context can change how materials perform. 

Hard (resistant) and soft (textiles) engineering  

  • Advanced tool and joinery choices must align with design intent, material properties, and user needs to ensure quality and durability. 
  • Critical engineering decisions — like material selection and lifecycle planning — impact sustainability, safety, and long-term performance. 
  • Smart systems in wearable technologies provide positive opportunities for innovation and raise ethical and legal considerations around data use, privacy, and responsible design. 
  • Manpo-kei Pedometer — Dr Yoshiro Hatano (1935–) invented a step-counting device in 1965 promoting 10,000 steps a day for health, laying the foundation for modern fitness trackers. 

Processing technology  

  • Processing methods (e.g. fermentation, dehydration, emulsification) alter ingredient properties to achieve specific outcomes. 
  • Processing involves scientific principles and must meet regulatory and consumer standards. 
  • Processing technologies are designed to optimise efficiency, quality, and sustainability. 

Food technology  

  • Sustainable and culturally responsible practices and industry standards guide food development to ensure safety, quality, and cultural appropriateness. 
  • Ingredient functionality is influenced by composition, interactions, and processing conditions, shaping food outcomes. 
  • Quality assurance systems monitor standards throughout food production to support safe and fit-for-purpose outcomes. 

Biotechnology  

  • Biotechnology applies scientific principles (e.g. microbiology, genetics) to design and improve products for health, agriculture, or industry. 
  • Biotechnology design must balance effectiveness, ethics, sustainability, and user needs, considering cultural and environmental contexts. 
  • Gene editing — Jennifer Doudna and Emmanuelle Charpentier (1964–, 1968–) developed CRISPR gene editing in 2012. Their biotech innovation allows precise changes to DNA, with vast potential for health and medicine. 

Materials engineering 

  • Using tools, spaces, and processes safely and effectively, supported by testing, modelling, and stakeholder feedback 
  • Applying knowledge from Mathematics, Science, and Social Sciences and technical data to improve material choices, reduce risks, and ensure outcomes are fit-for-purpose 

Hard (resistant) and soft (textiles) engineering 

  • Choosing and using basic tools and joining techniques that suit materials and design requirements and testing their effectiveness during construction 
  • Working collaboratively to plan and carry out material testing and construction tasks, applying safe practices and sharing feedback to improve outcomes 
  • Measuring and marking accurately, selecting materials based on performance properties, and considering environmental impacts through repurposing and circular design 

Processing technology 

  • Selecting and combining ingredients based on their performance properties to achieve desired outcomes through processing methods (e.g. fermentation, dehydration, emulsification) 
  • Designing and managing processing systems that meet performance criteria and stakeholder needs by applying scientific principles and using resources efficiently and sustainably 
  • Applying scientific and technical knowledge to improve processing performance 

Food technology 

  • Creating fit-for-purpose food outcomes by selecting ingredients, applying processing methods, and managing resources to meet brief requirements 
  • Exploring and applying food practices that reflect diverse cultural contexts, considering sustainability and authenticity in the outcomes 
  • Evaluating and justifying ingredient and processing decisions based on effectiveness, sustainability, and user needs 
  • Exploring lifecycle considerations associated with ingredients in the development of food outcomes 

Biotechnology 

  • Following safe, established methods (e.g. fermenting yoghurt, using enzymes) to control biological processes and achieve consistent results 
  • Recording observations and suggesting simple improvements to reduce waste or environmental impact 

Materials engineering 

  • Using testing, modelling, and feedback to refine designs, assess how an outcome is fit-for-purpose, and make responsible decisions about materials and processes 
  • Working confidently with materials by applying knowledge of performance properties, sustainability, and practical techniques to create reliable, optimised outcomes 

Hard (resistant) and soft (textiles) engineering 

  • Evaluating and applying construction techniques, tools, and joinery methods to refine and optimise outcomes that meet complex design briefs 
  • Constructing outcomes with sustainability in mind by selecting materials responsibly, exploring smart materials, and applying ethical thinking to innovative design ideas 
  • Testing smart materials and wearable technologies to observe adaptive responses and evaluate usability, privacy, and ethical implications 

Processing technology 

  • Applying processing methods like fermentation, dehydration, and emulsification to change ingredient properties and achieve specific functional or sensory outcomes in a product 
  • Designing and carrying out processing steps that apply scientific principles and meet safety, regulatory, and consumer expectations for quality and suitability 
  • Designing, implementing, and evaluating processing systems for efficiency, quality, and sustainability 

Food technology 

  • Integrating cultural conventions alongside sustainable practices and industry standards to ensure food outcomes are authentic, safe, and nutritionally sound 
  • Justifying ingredient selection and explaining how processing techniques (e.g. combining, manipulating, and transforming) contribute to fit-for-purpose outcomes 
  • Applying industry-aligned processing principles and managing resources independently to develop authentic, nutritionally focused food outcomes 

Biotechnology 

  • Applying scientific knowledge to modify or optimise a biological process (e.g. adjusting fermentation conditions to improve yield or quality) 
  • Designing, prototyping, and evaluating a simple biotechnology outcome (e.g. plant propagation system, bio-based material), explaining how design choices affect performance, safety, and sustainability 

Electronics and Mechatronics 

Knowledge

The facts, concepts, principles, and theories to teach.

Practices

The skills, strategies, and applications to teach.

During Year 9

During Year 10

During Year 9

During Year 10

Systems engineering 

  • Fit‑for‑purpose complex systems integrate mechanical, structural, electronic, and digital subsystems responsive to users and environments. 
  • AC electricity systems — Nikola Tesla (1856–1943) developed alternating current (AC) electricity systems in 1888, enabling long-distance power transmission and powering modern electrical grids. 

Systems thinking 

  • Systems thinking helps designers understand how components interact, enabling the creation of reliable, fit-for-purpose outcomes. 
  • Simple and modular systems (e.g. bicycles) use materials, structures, mechanisms, and feedback to function effectively and adapt to change. 

Electronics and mechatronics engineering 

  • Mechatronic systems combine mechanical, structural, electronic, and embedded components to automate actions in response to inputs. 
  • Sensors, actuators, and programmed control enable automated behaviour, and smart components increase adaptability. 
  • Rocket Lab and modern aerospace — Peter Beck (1976–) founded Rocket Lab in New Zealand in 2006. He developed lightweight Electron rockets using carbon composites and innovative 3D-printed engines, making frequent, low-cost satellite launches possible and positioning New Zealand as a global space technology leader. 

Systems engineering 

  • Complex systems consider and address social and environmental problems by using material, structural, and mechanical efficiencies. 

Systems thinking 

  • Complex systems (e.g. vehicles) transform inputs into outputs via coordinated subsystems and feedback. 
  • Subsystems — including mechanical, digital, and hidden components — affect system performance, reliability, and integration. 
  • System control can be manual or self-regulating, using feedback mechanisms to adapt to changing conditions. 

Electronics and mechatronics engineering 

  • Mechatronic systems solve problems and adapt to change by coordinating mechanical, struactural, electronic, and feedback components. 
  • Logic gates and Boolean reasoning (a way of making decisions using true/false values) underpin electronic control within mechatronic systems. 
  • Material choice, forces, and movement types interact with control to affect reliability and efficiency. 
  • Martin Jetpack — Glenn Martin (date unknown). Introduced in 2008 and considered one of the most promising vertical take-off and landing (VTOL) innovations of its time, showcasing New Zealand’s capability in high-tech engineering and mechatronics. 

Systems engineering 

  • Applying components like sensors, motors, and logic gates to solve real-world problems 
  • Designing and testing systems using subsystems and feedback 

Systems thinking 

  • Analysing system behaviour of subsystems and black boxes by tracing how inputs are transformed into outputs through controlled processes and feedback 
  • Identifying and analysing hidden subsystems that contribute to system efficiency, safety, durability, and complexity 
  • Designing control and feedback strategies, including fail‑safes 
  • Following systems diagrams or sequenced instructions to design and build features of simple mechatronic systems 

Electronics and mechatronics engineering 

  • Developing practical, safe skills in soldering and building electronic circuits, including using multimeters, in series and parallel circuits 
  • Testing and refining systems by checking responses to inputs to improve reliability, performance, and impact 
  • Using smart components and materials to transform forces and movement, applying scientific reasoning to circuit design and testing 
  • Designing and building mechatronic systems using microcontrollers and input–process–output–feedback components to solve real-world problems 

Systems engineering 

  • Evaluating performance through testing, data analysis, and iterative improvement to ensure reliability and effectiveness 
  • Selecting and apply subsystems in complex technological systems to meet performance requirements and design intent 

Systems thinking 

  • Applying advanced systems thinking to design, test, and refine complex systems using subsystems and black box techniques, showing how component interactions and feedback loops shape outcomes 
  • Investigating how energy, materials, and information are selected and used in mechanical, structural, and electronic systems, ensuring the outcome is fit-for-purpose 
  • Analysing how subsystem properties and black box functions contribute to system reliability and performance 
  • Evaluating how feedback affects system performance, maintenance, and user interaction 
  • Constructing and annotating systems diagrams for complex solutions 

Electronics and mechatronics engineering 

  • Investigating automated decision systems, identifying bias or error in input data, and suggesting improvements to enhance accuracy and fairness 
  • Designing and evaluating control and feedback features — including backup or shutdown subsystems — to reduce malfunction and improve system safety 
  • Implementing logic and feedback in programmed control 
  • Assessing efficiency across mechanical and electronic components 
  • Expanding component knowledge to include discrete, passive, active, and electromechanical types 

Digital Technologies 

Knowledge

The facts, concepts, principles, and theories to teach.

Practices

The skills, strategies, and applications to teach.

During Year 9

During Year 10

During Year 9

During Year 10

Digital technologies 

  • Operating systems manage hardware and software resources (e.g. device drivers, file systems, permissions) and influence usability and security. 
  • Networked devices exchange data using protocols and services. 
  • Connectivity and permissions affect access, privacy, and performance. 
  • Interface and media design principles (e.g. layout, typography, colour, contrast, hierarchy) and accessibility guidelines shape clarity and inclusion. 
  • Digital content and data must be created, stored, and shared ethically and legally, respecting privacy, attribution, intellectual property, and local cultural considerations. 
  • File formats, compression, and metadata affect quality, compatibility, storage, and retrieval. 
  • Data visualisation choices (e.g. showing information as chart type, scale, colour, labelling) influence meaning and interpretation. 
  • Digital camera — Steven Sasson (1950–) invented the first digital camera in 1975, replacing film with digital storage and making it easy to capture, edit, and share images instantly. 

Digital technologies 

  • Operating systems and platforms provide user, device, update, and backup management; security settings (e.g. authentication, encryption) mitigate risk. 
  • Networked systems (e.g. local/cloud services) enable collaboration and resource sharing and require identity, access, and continuity strategies. 
  • Human–computer interaction (HCI) heuristics (guidelines for designing and evaluating user-friendly interfaces) and inclusive design practices help ensure digital products are accessible and usable for diverse users. 
  • Content pipelines and workflows (version history, naming conventions, asset libraries, metadata schemas) support quality, traceability, and collaboration. 
  • The data lifecycle (collection, cleaning, transformation, visualisation, archiving) and data quality principles underpin trustworthy insights. 
  • Legal and ethical frameworks (privacy, licensing, attribution, consent) guide responsible and safe digital outcomes in local contexts. 
  • Usability heuristics — Jakob Nielsen (1957–) published in 1994 a set of 10 design principles for creating user-friendly interfaces, focusing on clarity, consistency, error prevention, and accessibility, widely used in Human–Computer Interaction and UX design. 

Digital technologies 

  • Managing files, storage, and updates across devices using secure settings and responsible practices (permissions, strong passwords, backups) 
  • Designing and evaluating simple interfaces and digital artefacts by applying layout, typography, colour contrast, and basic accessibility checks 
  • Selecting file formats and compression settings that match the type of content (e.g. image, video, text) and the intended use, balancing quality, file size, and compatibility 
  • Adding and using metadata to organise, find, and reuse content 
  • Creating and presenting data visualisations with appropriate chart types and clear labelling and explaining how design choices affect interpretation 
  • Collaborating to plan and produce a digital outcome using shared tools, recording sources and attributions 

Digital technologies 

  • Configuring operating system and cloud settings for accounts, permissions, updates, and backups and justifying choices for security and usability 
  • Evaluating and improving interfaces and media for accessibility and inclusivity using HCI heuristics and simple user testing methods 
  • Planning and managing a digital project using collaborative workflows (version history, naming conventions, asset libraries, metadata) and reporting progress against a brief 
  • Acquiring, cleaning, and transforming data; producing visualisations or dashboards for a stated purpose; and communicating limitations and potential bias 
  • Selecting platforms, formats, and delivery channels appropriate to audience 
  • Testing content for performance (file size, responsiveness) and compatibility across devices 

Computer Science 

Knowledge

The facts, concepts, principles, and theories to teach.

Practices

The skills, strategies, and applications to teach.

During Year 9

During Year 10

During Year 9

During Year 10

Computer science 

  • Algorithms solve problems using structured steps and control structures (sequence, selection, iteration). 
  • Abstraction and decomposition reduce complexity by breaking problems into smaller parts. 
  • Variables and simple collections (e.g. list/array) store and organise data. 
  • Data is represented using bits; number bases (decimal and binary) and simple encodings (e.g. characters) allow computers to store and process information. 
  • A computer executes instructions through a fetch–decode–execute cycle, moving data between memory, processor, and input/output. 
  • Concept of the modern computer — Alan Turing (1912–1954) developed the theoretical basis for computing, code breaking, and created the Turing Test, a key concept in artificial intelligence, between 1936–1950. 

Futures literacies 

  • Artificial intelligence (AI) adoption involves technical, social, and ethical factors, including human oversight and accountability. 
  • Algorithms influence what people see online, shaping opinions and behaviours. 
  • Intelligent systems (e.g. AI) use data and algorithms to make predictions or decisions, and their outputs can be biased or limited. 

Computer science 

  • Modularity (functions/procedures with parameters) improves readability, reuse, and testing. 
  • Collections enable iteration and underpin common algorithms. 
  • Boolean logic and truth tables explain how compound conditions control program flow. 
  • Basic algorithm efficiency can be compared by counting operations and reasoning about trade-offs. 
  • File handling allows programs to persist and retrieve data. 
  • Grace Hopper (1906–1992) created the computer compiler in 1952. Her digital tool made programming easier and faster, shaping modern software development. 

Futures literacies 

  • Data sources, quality, and model design shape AI capabilities, limitations, and system performance, while algorithm design influences fairness, trust, and societal impact. 
  • Intelligent systems operate at speed and scale, creating benefits and risks that require transparency, inclusivity, and ethical design. 

Programming 

  • Designing, testing, and debugging algorithms using flowcharts or pseudocode, applying trace tables to check correctness 
  • Implementing small programs using sequence and selection in a beginner-friendly language 
  • Applying decomposition to design simple procedures that isolate tasks 
  • Converting small numbers between decimal and binary and explaining how characters are stored 
  • Comparing simple algorithmic solutions for clarity and efficiency 

Futures literacies 

  • Investigating how intelligent systems work and identifying risks (e.g. bias, misinformation) 
  • Analysing AI applications in different sectors and predicting impacts on people and work 
  • Evaluating when AI is appropriate for a task, considering fairness and accuracy 
  • Modelling simple feedback or automation to show how systems respond to inputs 

Programming 

  • Constructing programs that use functions/procedures with parameters and return values; writing unit-style tests 
  • Using collections to implement linear search and a simple sort; comparing approaches for efficiency 
  • Applying truth tables to design and simplify compound conditions 
  • Reading from and writing to simple text files, documenting assumptions and testing data 
  • Using a lightweight version-control workflow (e.g. local commits) to track program changes 

Futures literacies 

  • Applying AI tools to create or adapt simple applications, explaining how data and algorithms shape their behaviour 
  • Evaluating intelligent systems for fairness, reliability, and unintended consequences, using simple checks like cross-referencing and user feedback 
  • Exploring future scenarios through speculative design to propose responsible and inclusive solutions 

 

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