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Produced by ARKive, this creative activity is designed to teach students aged 11-14 years about the theory of adaptation. It does this by looking specifically at animals' adaptations for movement through different types of habitats. Students learn the definition of adaptation and why animals need adaptations to...

These Bingo activities from ASE are a great way to recap and reinforce vocabulary and meanings within a topic. The two examples here provide teachers' notes and 50 individual bingo cards which can be laminated and reused. They are on the topics of cells and the body, and element symbols. The idea can be applied to...

In these two key stage three activities from the ARKive collection, students learn about why species are classified, the ways in which this can be done and the key characteristics of mammals, birds, reptiles, amphibians, fish and insects. In the first activity, students play the Guess Zoo game to help them...

These Fun-Size materials, from the Association for Science Education (ASE) are short 5-15 minute activities that enliven lessons. These are part of the SYCD AKA Science collection. They range from short games and word plays through to quick demonstrations. Fun-size is particularly useful when you are working...

Produced as part of the Citizen Science project, these materials allow students to explore issues around human genetics using familiar game contexts. Suitable for students aged 11-16, the materials utilise activites similar to Pictionary, Taboo and Consequences to introduce a variety of issues.

The...

This resource consists of five lessons in which students research the effect of climate change on glaciers. The overall learning objectives for the lessons are: * To understand the definition of a glacier * To understand what glacier mass balance means (what inputs mass and what are the outputs) * To understand how...

Guess Zoo is fun animal guessing game, produced by ARKive, that can be used to introduce or support several lesson themes, for example species diversity, adaptations, habitats and classification. Using a set of species cards, students have to work out what the animal on a card is by asking each other questions...

Using this resource students can develop an understanding of the structure and function of neurons via a series of different activities. These range from simplistic labelling of neurons and building a model motor neuron to constructing an electronic 3D simulation game that mimics brain activity. There are also...

This game teaches students the main principles of sexual selection and the difference between intrasexual and intersexual selection. Students discover why some animals have ornaments to attract mates (intersexual selection) while others have weapons to fight for mates (intrasexual selection).

Please note...

This activity, from the Institution of Engineering and Technology (IET), introduces students to how sensors can be used in smart applications of electronic systems.

The resource is designed so that students will know...

This quick game is provided by ASE and it aims to recap and reinforce students' knowledge of some aspects of physical processes. The resource comprises of cards and instructions for playing the game. Students compete to collect the beginning and end of statements or questions. Areas covered are electricity, forces...

This game from Siemens gives pupils the opportunity to design a virtual car by altering various factors such as the type of tyres, body style, engine and materials for wheels. The real-time simulation tests each design change in terms of outputs and how it performs on the road.  Once the design is finalised, the...

This resource, provided by the Association for Science Education (ASE) and part of the SYCD Who am I? collection, uses a familiar card game format to illustrate cell, tissue and organ associations. It also highlights all the adaptations and functions of specialised cells required at Key Stage Three. The resource...

This resource uses the context of sports people staying healthy for as many days as possible, to look at various pathogens, how they can spread, and how their spread can be reduced.  The concept of 'zero days'  is used to explain why it is important that professional sports people do not become ill, so they can...