Listing all results (7)

Futurecade

Futurecade is an innovative interactive suite of games from the Science Museum that allows students to explore how science and technology impacts on their everyday lives. Futurecade’s four games are inspired by current and future technology in the fields of robotics, satellites and space junk, geo-engineering and...

Pod 1: Introduction

In this Nuffield Foundation resource, students explore the how humans have sought and used materials and energy throughout history. They learn that the current manufacturing system extracts raw materials, makes something useful and then disposes of it afterwards as waste. This take-make-dump model is not...

Electricity

Electricity is an analogy that provides a way of helping students develop a real understanding of simple electric circuits. This interactive resource is provided by the Association for Science Education (ASE).

Aspects of simple electric circuits (such as cells, bulbs, charge, energy) are represented as parts...

Pod 3: Cars

In this Nuffield Foundation resource, students explore our relationship with cars and other forms of transport. They start by investigating some of the health and social problems associated with increasing car ownership. They move on to consider how innovative technologies could support more healthy and...

Pod 4: Climate Change

In this Nuffield Foundation resource students begin by reviewing their understanding of the carbon cycle. They investigate the link between human activity and increasing levels of carbon dioxide in the atmosphere and speculate on whether this is causing global warming. They compare the carbon footprints...

Building Bonanza

From the Science Museum, this interactive game is a good way to engage students in thinking about the materials, and other factors, needed to make a more sustainable house of the future. Students are given choices over things such as building materials, heating, lighting, construction and insulation. This gives...

Sportscience and Engineering in Education

This interactive resource explores the roles played by engineering, science and technology in today’s sports. The four modules are: Forces and motion (for students aged 9 to 11 and above); Sports shoe design (for students aged 11 to 14); How high will it fly? (for students aged 11-14); and Making waves (for...

View all publishers