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Martian Explorers: Design a New Mars Rover

Aimed at the 11-14 age group, this is a unit of six one-hour design and technology lessons to develop an understanding of how systems on exploration robots are combined and collect data. Students are given a design brief to build their own model rover, experientially, to function in simulated Martian conditions....

Car Wars

In this activity students imagine it is 2020 and they are about to get their first car. They also imagine that increased carbon dioxide emissions have led to huge financial incentives to buy renewable fuels. Filling stations provide hydrogen and biodiesel fuels, and recharging points for electric cars are...

Careers Examples and Options

These two Future Morph resources aim to show students that there is a wide choice of options open to those who study sciences and mathematics. The resources consist of:

Career examples list

The list covers six areas of science:

* Living things

*...

Meteorite scientists (11-14)

In this lesson, students will investigate some of the loan box’s meteorites and associated rocks. They will test them for magnetism and perform a visual analysis of the samples. In addition, they will make a to scale model of the samples out of plasticine and perform a displacement test to allow them to determine...

Introduction to VEX Robotics

In this full scheme of work, designed for a series of two-hour double-lessons, students develop a Mars Rover for NASA based on a standard VEX design. They learn about the components of a robotics system including control units and data communications, and work through a design process towards a prototype. The VEX...

Introduction to computational thinking and the Internet of Things

This one-hour lesson examines the design of IoT algorithms, considering how individual devices execute algorithms as code, allowing them to work together. The key aims are to develop computational thinking while raising awareness of the potential for future careers and enterprise.

The lesson starts with the...

One Planet Packaging

These materials, from Waste Watch (part of Keep Britain Tidy), have been developed to make explicit links between sustainability and packaging for students following GCSE level design and technology courses. The scheme of learning includes suggested activities for five active learning sessions, supported by the...

Circular Economy Introductory Kit

This card game and supporting resources, from the Ellen MacArthur Foundation, are designed to introduce the concept of the circular economy. Working in groups, students analyse the life cycle of a simple product, such as a bottle of water, and compare it with the cycle of growth, decay and new growth that is...

Activity 6: Rethinking Textiles Products

This activity, for the Ellen MacArthur Foundation, looks at textiles in fashion design. It provides an opportunity for students to increase their knowledge and understanding of a circular economy approach to developing textiles products and how textile companies are applying this approach to developing new products...

Biomimicry - lessons from nature

Biomimicry involves looking at nature for inspiration to solve engineering problems and to develop innovative new designs for products and architecture. This activity, from the Ellen MacArthur Foundation, investigates what is meant by linear and closed loops systems and explores products that have been developed by...

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