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Digital Technologies

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​YEA​​R 7

Learning in Digital Technologies focuses on further developing understanding and skills in computational thinking such as decomposing problems and prototyping; and engaging students with a wider range of information systems as they broaden their experiences and involvement in national, regional and global activities.

YEAR 8

E​​sports Excellence

Esports Excellence will expose students to the billion-dollar world of Esports. From gameplay analysis, tournament networking and PC building, to video production and live-streaming, students will explore the world of Esports.

YEA​​R 9

Digit​al Tech​​​nologies
Learning in Digital Technologies focuses on further developing understanding and skills in computational thinking such as precisely and accurately describing problems and the use of modular approaches to solutions. It also focuses on engaging students with specialised learning in preparation for vocational training or learning in the senior secondary years.

Espo​​rts Excellence

Esports Excellence will expose students to the billion-dollar world of Esports.  From gameplay analysis, tournament networking and PC building, to video production and live-streaming, students will explore the world of Esport.

YE​​A​​​R 10

Digital Technologies 

Digital Technologies investigates how computers work using both physical 'hands-on-building' style projects and projects with programming.  this subject is an engaging and interactive look at coding and how to make hardware interactive with software.  Students build their digital design and programming skills sequentially and organically as theoretical understanding develops.  this subject provides fun and challenging ways to learn how Digital Technologies fits into our ever-changing world.

Esports 

Esports is rumoured to be the next Olympic Sport. This is a new subject to help capture the interest and involvement of students. With direct pathways now to university, Esports is an exciting, fun and interesting way to work through the mapped Australian Curriculum. Students undertake three distinct components of Esports: Gaming as a Professional, Casting (known as broadcasting or commentating), and Production (networking, computer building and streaming). Importantly, there is a direct pathway to University from 2022 (starting with an Esports Diploma).

A Windows based Laptop is required for this subject. They will use their own laptop in class every day to complete their learning.

​YEA​R 11 & 12

​Informati​on and C​​ommunication Technology in Esport - Applied Subject

The subject Information and Communication Technology in Esports focuses on the knowledge, understanding and skills related to engagement with information and communication technology within the Esports world.

The Esports environment is continually changing, with a large boom in the industry over the last decade and more growth expected into the future as new technologies emerge and new competitive gaming opportunities and     requirements are discovered. To enable students to take advantage of these opportunities, this subject will equip students with knowledge of current and emerging hardware and software combinations, an understanding of how to apply them in real-world contexts and the skills to use them to solve technical or creative problems.                 

The subject ICT in Esports is focused on skills in applying knowledge of ICT to produce solutions to Esports problems such as tournament networking, ethical and safe online communication, audio and video production for casting, gameplay strategy and improvement and document production.

A Windows based Laptop is required for this subject.  They will use their own laptop in class every day to complete their learning.
 

Certificate II in Applied Digital Technologies (VET)

Students work with computers and software on a practical level - This training package is a purely competency based subject. Students who complete this course have the opportunity to obtain ICAICT20115  CERTIFICATE II in Applied Digital Technologies  Throughout this course, students will undertake tasks that represent workplace environment situations. The skills and techniques they will use in this classroom will make them job ready for many workplace environments.  In this course students will study topics including—sustainability, WHS, powerpoint, communicate and work in an IT environment, computer hardware and software (installing software and running diagnostic tests) and corporate marketing. After completing this course of study, students will be equipped to undertake a Certificate III in Information Technology at TAFE or within a traineeship in a workplace.  This course offers many pathways to employment and further competency based study.
 
If you require any further details, please contact:
MJ Raatz, Head of Department (Digital Technologies)
on 3714 2333 or mraat1@eq.edu.au
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Last reviewed 08 December 2022
Last updated 08 December 2022