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This scheme of work is intended as an introduction to Autodesk Inventor. It is aimed at students aged 11-14, but is also suitable for students working up to and including post 16 dependent on experience.

The “Scooter” project teaches a range of fundamental Autodesk Inventor skills through a range of project...

The project concentrates on the design and manufacture of a USB flash pen drive using a range of sketching and software, alongside laser cutting and 3D printing processes. Students will apply the tools in AutoCad and Autodesk Inventor to the challenging task of creating a small focused and detailed casing parts,...

This project concentrates on the design and manufacture of lighting using simple electronics but with complex and functional part modelling. Students apply the tools in Autodesk Inventor to the challenging task of creating a virtual lamp design in parts, before manufacturing the product. Students will spend time...

The project provides a lesson structure for the design and manufacture of an MP3 amplifier. The resources uses a sketching and computer aided design (CAD), alongside laser cutting and 3D printing processes. Students will apply the tools in Autodesk Inventor and 123D Make to create the MP3 parts, before...

Design for a better world is a design challenge for students aged 11-14 years. It offers students the opportunity to:

  • Learn about the global goals for sustainable development.
  • Access a range of global contexts including water and sanitation, food security and climate action in which to...

This project looks at the animation of a character created in Project Pinocchio. Students use the tools in Autodesk Maya to create a 10 – 15 second dance routine for the character. Students are introduced to some basic navigation around Autodesk Maya before learning how to pose their characters using a HumanIK...

Magnetism is a key scientific phenomenon. Utilising this has allowed designers to create new and innovative products, such as fully working MAGLEV trains and hoverboards.

This resource focusses on designing a hoverboard that works using magnetism and magnetic field.

Students work in teams to design and make a prototype device that can design and make a prototype of a simple device (to be sold in stores like B&Q) that will allow homeowners to remove water from their house during periods of flooding.

In this challenge the device will have to move 100ml of water from...

After learning about flooding, students consider the design problems caused by its early detection. Students are introduced to moisture sensors, and can build their own using the instructions provided or use a ready-made version. This is connected to the BBC micro:bit and used as an input device. After processing...

This is one of a series of resources from the IET designed around the theme of the future of flight with the purpose of developing pupils knowledge and skills in science, design technology, engineering and mathematics. 

In this activity pupils calculate the amount of energy needed to launch a space...

This resources, from Siemens, looks at how an electric car works, the components of the system and the function of each component. Students research the charge and discharge cycles of a battery-powered device and consider the advantages and disadvantages of battery power. They look at what is meant by the capacity...

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This activity, from the Institution of Engineering and Technology (IET), introduces students to the ethical and moral issues of remote surgery.

It is intended that students will be able to:
• Understand what...

This resource looks at the effective use of low energy light bulbs and how they have enabled the waterfront at Durban in South Africa to be transformed. The first activity sets the scene by showing how lighting is not only a technical process but has a social impact too. It then presents students with the challenge...

This activity, from the Institution of Engineering and Technology (IET), makes students aware that when they watch television, or use the phone, there is a huge, expensive infrastructure that needs to be paid for and maintained.

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