Welcome to your second year of Electronics and Mechatronics!
This is where the theory from last year starts to hum, buzz, and actually do something. This course is your chance to take those fundamental laws and transform your concepts into functional hardware. Whether you’re looking to master PCB design, dive into embedded systems, or just want to build something that doesn't immediately release the "magic smoke," you’re in the right place.
Before we dive into assessment, we focus on mastery. This is your "crash course" in electronics and programming. You will experiment with circuit design, soldering, and code logic in a "tutorial" setting. If you are finding the topics too advance start with year 11 which breaks it down from the beginning.
Focus: Experimentation, software seat-time, and prototyping basics.
Teamwork: If you plan to work in a team later, use this time to test your workflow and decide on your strengths (e.g., Lead Coder vs. Hardware Designer). If you work in a team you will have to have clear pieces of work for assessment.
This unit moves beyond basic circuitry and into the world of Embedded Systems. You will follow a structured brief to build a soccer-playing robot that doesn't just move, but communicates.
AS91894: Use advanced techniques to develop an electronics outcome (6 Credits).
The Goal: To produce a robust, wireless-controlled robot capable of navigating a pitch and interacting with a ball using advanced embedded logic.
For those looking to add depth to their portfolio, this unit allows you to investigate a specific area of electronics or digital impact. If your interested in scholarship this is highly recommended
AS91890 (Optional): Conduct an inquiry into an aspect of a digital technologies outcome (6 Credits).
The Goal: Research how your chosen technology impacts humans/society, which provides great context for your Phase 4 project.
This is the "Big Build." Using the skills from your robot project, you will develop a unique electronic prototype of your own design.
Project Presentation (optional)
(approximately 1 week)
To end your 16 weeks of work you will put together a presentation of your project, showcasing it!
To wrap up the year, you will reflect on the development of your Major Project. This is an external report submitted for national marking.
AS91899: Present a summary of developing a digital outcome (3 Credits).
The Goal: Explain the technical decisions, testing, and troubleshooting that led to your successful project.
Within authentic contexts and taking account of end-users, students analyse concepts in digital technologies (for example, information systems, encryption, error control, complexity and tractability, autonomous control) by explaining the relevant mechanisms that underpin them, how they are used in real world applications, and the key problems or issues related to them.
Students discuss the purpose of a selection of data structures and evaluate their use in terms of trade-offs between performance and storage requirements and their suitability for different algorithms. They use an iterative process to design, develop, document and test advanced computer programs.
In authentic contexts and with support, students investigate a specialised digital technologies area (for example, digital media, digital information, electronic environments, user experience design, digital systems) and propose possible solutions to issues they identify. They independently apply an iterative process to design, develop, store and test digital outcomes that enable their solutions, identifying, evaluating, prioritising and responding to relevant social, ethical and end-user considerations. They use information from testing and, with increasing confidence, optimise tools, techniques, procedures and protocols to improve the quality of the outcomes. They apply evaluative processes to ensure the outcomes are fit-for-purpose and meet end-user requirements.
It means that electronic outcomes are created by people for people and deeply connected to culture, society, and the environment. It emphasizes the importance of technology serving society's well-being, respecting various cultures, and being eco-conscious. This approach ensures that Electronics innovations are meaningful, sustainable, and closely tied to human experiences.
Electronics outcomes are meticulously crafted for a specific purpose by following well-established processes. Students are taught to adopt an iterative approach which involves a cycle of designing, constructing, testing, refining, and re-testing their outcomes.
Here, outcomes are designed to address real-world problems and expand human possibilities. Electronics and computers are versatile tools, leveraging data and algorithms to solve complex problems and perform tasks beyond human capability. Students learn how knowledge, skills, and collaboration empower them to improve existing solutions and create innovative responses. They understand that possibilities are limited only by their imagination, making Electronics a fast-moving field driven by creative thinking and experimentation.
Electronics is inherently built upon the foundation of algorithms and computer science principles, where computers excel in rapidly processing extensive data. Algorithms play a pivotal role as precise instructions guiding computers in solving problems, providing the flexibility that makes them invaluable in various applications. In the field of Electronics, students will delve into these fundamental principles, gaining a deeper understanding of the core concepts that underpin the technology and its vast potential.
There are two primary ways to approach the Year 12 Electronics and Mechatronics course. Both pathways allow for success, but they offer different advantages depending on the student’s learning style and future academic goals (specifically regarding Scholarship).
Structure: Skills Development --> Football Project --> Personal Project Development
In this pathway, students complete a smaller, guided project (The Football Project) in Term 1 before moving on to a larger Personal Project in Terms 2 and 3.
Key Advantage: This provides students with "two shots" at the practical standards. By completing the Football Project first, students gain confidence and technical competence.
Creative Freedom: If students excel in the first project, they can approach the Personal Project with greater creativity and attempt more complex concepts (such as advanced microcontrollers or complex robotics) with less academic risk.
Assessment Focus: This pathway typically utilizes the Generic Technology Prototype Standard rather than the Inquiry standard. It is often the best fit for students who learn by doing.
Structure: Skills Development $\rightarrow$ Inquiry $\rightarrow$ Personal Project (2 Terms)
In this pathway, students spend approximately 8 weeks on skill development before beginning a formal Inquiry that snowballs directly into a significant, two-term Personal Project.
Key Advantage: This method closely mirrors the Engineering Design Process. It allows for deep-dive research and is highly advisable for students intending to attempt Scholarship in Year 13, as it builds the necessary academic rigor.
Alignment: If this course is being taken in conjunction with other Digital Technology strands, this method is advisable as it likely follows the timeline across all of Techquity’s courses.
While collaboration is a vital part of Engineering, strict guidelines apply to ensure academic integrity:
Group Size: Groups are strictly limited to a maximum of three students.
Individual Assessment: Although students may build a physical project as a group, all assessment material must be produced independently. This includes the Inquiry (if applicable), Design Report, and Development Log.
Documentation: Students must ensure their documentation reflects their specific contribution to the project. They should only include and analyze aspects they have personally worked on.
Feedback: When seeking feedback (e.g., stakeholder surveys or testing data), questions must be specific to the individual student's contribution, ensuring they can evidence their own decision-making process.