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This guide to disruptive technologies provides ideas and rationale for why disruptive technologies should be taught as part of the Design and Technology secondary and post-16 curriculum. It provides examples of disruptive technologies, discusses how they might be introduced in a classroom setting and supports in...

This one-hour lesson introduces the Internet of Things to students, through the context of fire fighting.

Students explore the user needs of a modern firefighter and how different Internet of Things technologies could improve their...

In this challenge, students are asked to consider the impact of people suffering from heart conditions, both to the individual and to wider society. They then generate ideas for using programmable systems to improve people’s health, and to monitor themselves. A video introduces the idea of a heart rate monitor, and...

What is the Internet of Things (IoT) and how can it help firefighting in the future?

These activities explore how design can improve the equipment that fire fighters use, improving safety for both the general public and the fire fighters themselves.

The single-lesson one-hour activity requires no...

This guide is suitable to support a full introductory wearable-technology project using Arduino. It gives an overview of the Arduino system as well as the key terms surrounding ‘making’ and ‘hacking’. After a brief review of basic electrical theory, a closer look at the inputs and outputs of a basic board, and of...

This five hour teaching pack supports students to research, design and prototype their own Internet of things product to enhance the working lives of firefighters.

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This Catalyst article investigates how polymer materials can be designed and printed with electrical properties that allow them to be used in wearable electronic devices. The article is from Catalyst: Secondary Science...