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Showing 110 results
This guide is suitable to support a full introductory wearable-technology project using Arduino. It gives an overview of the Arduino system as well as the key terms surrounding ‘making’ and ‘hacking’. After a brief review of basic electrical theory, a closer look at the inputs and outputs of a basic board, and of...
Inspired by the Born to Engineer video from Faye Banks, an engineer who works on the UK electrical network, this resource supports students to increase their understanding of engineering and the design decisions that electrical engineers have to make when creating a new electrical network.
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This five hour teaching pack supports students to research, design and prototype their own Internet of things product to enhance the working lives of firefighters.
...This resource from Practical Action includes a presentation and worksheets which give Key Stage Three and Four students opportunities to understand more about the impact of existing and new products on people and the environment. The presentation is packed with useful activities to reinforce students' learning. The...
Produced by Practical Action, these materials help students to consider the impacts of a product through its whole life cycle. A presentation describes the concept of lifecycle analysis (LCA) and gives some examples. Students are then challenged to consider the life cycle of familiar products, from raw materials,...
This classroom presentation supports the teaching of planned obsolescence and a product lifecycle. Using the example of a mobile phone, students explore the volume of phone sales over time and discuss how manufacturers can plan a product's lifespan, looking at product growth, maturity of sales and decline over time...
In this lesson students will use case studies of what a life cycle assessment is and how/why they are carried out. Students will also gain an understanding of how a life cycle assessment can be misused. Learning will be demonstrated by carrying out product evaluations using LCAs on different products using...
In this lesson students will understand the life cycle of a product through studying a graph. Students will understand the five stages of the life cycle assessment graph and the role planned obsolesce has in relation to the benefit of the manufacturer and not necessarily the consumer. Through case studies and...
This booklet is part of the ‘Innovations in Practical Work’ series published by the Gatsby Science Enhancement Programme (SEP). ‘Sustainability’ is about using resources in a way that does not deplete them. An increased emphasis on renewable energy is part of the move to greater sustainability, but so is the idea...
This resource supports students to research and discuss the field of robotics and artificial intelligence (AI). The resource provides a series of student tasks that explore the topic of whether robots are a threat to humanity. This resource would work well as a research topic for students undertaking projects in...
Share supports students to define their idea, visualising it, and tell its story.
This stage involves:
- Finalising your design idea
- Visualising ideas, for example hand sketching, technical drawing, 3D modelling, photography
- Creating a clear written narrative on what it is,...
These resources support students to gain an overview of the social, moral and cultural responsibilities of being a designer. Designing products that consider their impact on others and the environment.
This resource collection contains a classroom presentation, student worksheets and a student starter /...
When the James Webb Space Telescope is deployed it will have one side which continually faces the Sun and is warmed by the Sun, and one side which does not face the sun. The cold side of JWST houses scientific instruments which work better if they are at a low temperature, so a sunshield is used to keep the...
Explore the world of sustainability through the knowledge and expertise of those seeking to effect change and make a difference. Through a series of videos, webinars, articles, ideas and practical activities young people aged 11 to 18 and their educators can expand their knowledge, question the world around them...