Digital innovation
This list contains resources linked to the subject of digital innovation and developing digital products for which customers would pay.
Teaching app development with Swift
This set of resources is suitable for students aged 16-18 years, undertaking a Level 3 computer science course. It will be invaluable, for those students that wish to develop their A-level projects in the Swift programming language. This pack contains an expansive scheme of work, covering a range of programming abilities. The resources are split into four levels, each contains a set of lesson plans, keynote presentations and Xcode projects. At each level the students create a number of iOS apps which incrementally increase in complexity and scope. The overall aim of the course is to teach students Swift, the iOS SDK, and the Apple developer toolset.
Create an app with AppShed
This presentation is a step by step guide to AppShed. AppShed is a free online tool, that allows students to create mobile apps for iOS and Android. This PowerPoint scaffolds the production of a film information app, but could easily be adapted for another project. The resource is aimed at students aged between 11-14, but is suitable for any introductory lesson on this software.
Kathy Hedges is the author of this resource.
Teaching with the App Inventor Course-in-a-Box
This course includes materials, that will help teachers to integrate App Inventor into KS3 & KS4 schemes of work. This resource is split into modules. Each module, containing a series of lesson plans and corresponding links to student worksheets. The worksheets are suitable for older students, 14 - 16 years, to access directly, perhaps as home learning or as a flipped classroom exercise. These are practical lessons, requiring the students to complete a number of programming challenges. Each challenge, focusing on a new technique that is required in the construction of a real mobile application.
Robot buggy with micro:bit
Design, code and manufacture your own robot buggy with the micro:bit and the Kitronik line following buggy. This teaching resource provides detailed instructions for creating your own bluetooth controlled micro:bit buggy. The resources look at designing the buggy using computer aided design (CAD). However, downloadable print files are also available should you wish to deliver this project with a coding focus.
The resource includes a number of different design and technology aspects; electronics, mechanical assembly, 2D and 3D design, using a laser cutter, using a 3D printer and coding and testing. If your school does not have access to a laser cutter or 3D printer, alternative suggestions are provided within the resource.
Cracking ideas: a lesson plan to encourage innovation
Suitable for students aged between 12 and 16 years. This 90 minute lesson plan aims to introduce the students to the process of innovation and invention. It focuses on products that students will be familiar with in their own lives. From a computer science perspective this might be their smart phones, tablets or consoles. Through a range of activities and discussions the student’s will consider what defines innovation and how it occurs.
Digital industries
This set of three mini-interactive online games from Siemens explore a variety of digital industries:
- Cybersecurity
- Internet of Things
- Digital Twins
Each module gives a general overview of the subject and interactive activities to engage the pupils in the topic. At the end of each module there is a challenge to take away and complete, a section highlighting careers in the specified digital industry and an interactive quiz.