Filters
Clear allSubject
- Careers (108) Apply Careers filter
- Climate Change (23) Apply Climate Change filter
- Computing (284) Apply Computing filter
- Creative arts and media (19) Apply Creative arts and media filter
- Cross curricular (165) Apply Cross curricular filter
- Design and technology (722) Apply Design and technology filter
- Engineering (326) Apply Engineering filter
- Food Preparation and Nutrition (87) Apply Food Preparation and Nutrition filter
- Mathematics (1859) Apply Mathematics filter
- Psychology (4) Apply Psychology filter
- Science (2353) Apply Science filter
- Space (44) Apply Space filter
- STEM Ambassadors (7) Apply STEM Ambassadors filter
- STEM Clubs (31) Apply STEM Clubs filter
Age range
Type
- (-) Remove Activity sheet filter Activity sheet
- Article (36) Apply Article filter
- Assessment (72) Apply Assessment filter
- Audio (19) Apply Audio filter
- Data set (57) Apply Data set filter
- Demonstration (32) Apply Demonstration filter
- Diagram (5) Apply Diagram filter
- Experiment (270) Apply Experiment filter
- Game (67) Apply Game filter
- Group work (58) Apply Group work filter
- Image (92) Apply Image filter
- Information sheet (375) Apply Information sheet filter
- Interactive resource (167) Apply Interactive resource filter
- Open-ended task (43) Apply Open-ended task filter
- Poster (25) Apply Poster filter
- Presentation (815) Apply Presentation filter
- Quiz (11) Apply Quiz filter
- Research (9) Apply Research filter
- Self assessment (27) Apply Self assessment filter
- Simulation (8) Apply Simulation filter
- Teacher guidance (2780) Apply Teacher guidance filter
- Textbook (100) Apply Textbook filter
- Video (296) Apply Video filter
- Include Physical Resources (26301) Apply Include Physical Resources filter
Showing 4665 results
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...
Designers must consider how people will interact with their products and systems. The use of ergonomics and anthropometric data allows them to make sure their products are comfortable and efficient to use.
This resource focusses on how ergonomics and anthropometric data can be used to design a product.
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 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...
Produced by Practical Action, this short activity introduces the various factors that influence the choice of consumers. Students consider different products and the reasons behind why they would or would not purchase them. The activity is a perfect introduction to sustainability and aims to help students think...
These diagnostic questions and response activities (contained in the zip file) support students in being able to:
-
Identify what vibrates to make sound
-
Describe the effect of larger vibrations on a sound
-
Describe the effect of faster or slower vibrations on a...
One of the trial units from the Nuffield Primary Solutions in Design and Technology. In this unit, children explore when and why hats are worn: as parts of uniforms or for protection, for example.
Children also begin...
Produced by the Nuffield Foundation, the activities in this booklet use paper carrier bags as a context in which to explore designing, making and evaluating. There are a series of small tasks that encourage children to consider:
[b]The form of products[/b]
Paper carrier bags are usually mass produced...
One of the trial units from the Nuffield Primary Solutions in Design and Technology. In this unit, teachers can examine what children already know about a particular sort of product, some of the values they have with regard to the product and set the scene for them to find out more.
One of the trial units from the Nuffield Primary Solutions in Design and Technology. In this unit, children examine different every day tools, such as potato peelers. The aim of the task is to examine how a number of tools are used and consider how they could be designed differently.
One of the trial units from the Nuffield Primary Solutions in Design and Technology. Children consider testing proceedures to evaluate what food they like and don't like. Testing food products requires a more subjective response than the testing of other products. It is important to develop a considered view of why...
One of the trial units from the Nuffield Primary Solutions in Design and Technology. In this unit, children examine containers of varying sorts, their contents and why they are the shape they are - everyday items.
Use questions to guide the students' thinking about the purpose and possible uses for a number...
In this programming task students have to create a program to calculate how much to pay delivery drivers based on either the hours they work or the number of parcels they deliver. The students are given the rules that should apply to the program and are then encouraged to plan their program either as a flowchart or...
In this programming task students have to create a program to calculate the cost of a journey made by self-employed delivery drivers. The students are given the rules that should apply to the program and are then encouraged to plan their program either as a flowchart or pseudocode before they start to code in...