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In this activity students explore why a water clock was the world's first programmable system. Programmable systems are by no means a modern invention. Many regard the first to be Ktesibios's water clock, which was invented approximately 2250 years ago.

The aim of this activity is that students apply what...

This lesson plan and classroom presentation explores some of the skills and knowledge needed to work in the field of biomechanical engineering. Combining knowledge from Biology, Design and Technology and Engineering, it asks students to investigate the design and development of a prosthetic arm. 

The...

Inspired by the Born to Engineer video from Kim Cave-Ayland, an engineer whose work is helping to create a safe, low polluting power source that could change our energy future, this resource supports students to work with data on UK energy consumption, exploring how energy generation is managed and what type of...

This resource focusses on exploring shape, nets, wheels and axles. This activity uses pupil’s prior knowledge of nets to make a base for a vehicle. It then introduces the use of axles and wheels to enable the car to move. It could be used at key stage 1 to develop understanding of the use of axles and wheels in...

From Practical Action, this challenge asks students to design a simple wind turbine capable of lifting a cup off the floor to bench height. The winning team will be the one producing a machine that lifts the most weight. The resource includes an instruction sheet, wind turbine images, links to videos and...

This activity, from the Institution of Engineering and Technology (IET), introduces students to Wi-Fi, its properties and capabilities, using a real-life scenario as the context.

Body centric communications have...

The Wright Site Challenge is a virtual experience of life as a construction worker. The resource is an interactive walk-through journey from induction to site work. Students can explore a variety of roles in construction and learn about how to...

This engineering activity, suitable for children in computing lessons, looks at the basics of flowchart construction. Simple examples, such as the decisions made by a dog chasing a stick, are used to make flowchart representation of algorithms accessible to younger children. A simple design activity requires...

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