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Curriculum linked education resources from the UK Intellectual Property Office. Lesson plans, activities and annual competitions for primary to secondary.

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Curriculum linked education resources from the UK Intellectual Property Office. Lesson plans, activities and annual competitions for primary to secondary.
Shaun's Cracking Ideas Design Challenge
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Shaun's Cracking Ideas Design Challenge

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This year Shaun the Sheep takes over Cracking Ideas! The lesson plans introduce the concept of innovation and creativity, intellectual property and its role in everyday lives. The lesson plans are designed for Key Stage 2 students (aged 7 – 11 years old) and support this year’s competition to get Shaun back to Mossy Bottom Farm. Both lesson plans link to the curriculum and can be used in the classroom, youth group or at home.
Think Kit Design & Technology Ages 14+
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Think Kit Design & Technology Ages 14+

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Think Kit gets students thinking about intellectual property (IP) and how it helps inventors, innovators, designers and creators to achieve success by protecting their ideas. This series of three lessons helps Design & Technology GCSE and NQ students to explore the relevance of intellectual property (IP) to their lives and future careers. The lessons also support PSHE/PSD/PSE/SMSC/Health & Wellbeing. Students are encouraged to discuss the social, ethical and moral implications of commercialising their own work, as well as using other people’s work. Students will also develop employability and enterprise skills including creativity, problem solving, communication and working as part of a team. The lessons are flexible and can easily be adapted to meet the needs of your students – you may decide to use all three lessons or just one or two of them.
Cracking Ideas - Wallace and Gromit’s Birthday Surprise!
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Cracking Ideas - Wallace and Gromit’s Birthday Surprise!

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This year’s Cracking Ideas® competition is all about developing unique ideas and having fun with creativity. The Intellectual Property Office are celebrating the 40th birthday of the world-famous Aardman studios and, with the help of Wallace and Gromit, Morph, Shaun the Sheep and Timmy too, we need young people aged 4–18 to develop some cracking ideas to help celebrate this special birthday. Get cracking and take part!
Wallace & Gromit Innovation Session
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Wallace & Gromit Innovation Session

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The ‘Wallace & Gromit Innovation Session’ introduces young people to the world of innovation and invention. It focuses on products which young people will be familiar with in their daily lives and defines innovation and how it occurs via a process including inspiration, decision-making and design.
Think Kit Business Studies
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Think Kit Business Studies

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Think Kit gets students thinking about intellectual property (IP) and how it helps inventors, innovators, designers and creators to achieve success by protecting their ideas. This series of three lessons helps Business Studies GCSE and NQ students to explore the relevance of intellectual property (IP) to their lives and future careers. The lessons also support PSHE/PSD/PSE/SMSC/ Health & Wellbeing. Students are encouraged to discuss the social, ethical and moral implications of commercialising their own work, as well as using other people’s work. Students will also develop employability and enterprise skills including creativity, problem solving, communication and working as part of a team.
Innovation & Animation
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Innovation & Animation

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‘Who thought of that?’ introduces Key Stage 2 learners to the world of innovation and the four types of intellectual property: Patents, Trade Marks, Design and Copyright. Inspired by Wallace & Gromit and Aardman, it is filled with fun facts and activities to encourage curiosity about how things works and ideas to make things better and includes activities on inventions, branding, design and music.
Wallace & Gromit Innovation Session
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Wallace & Gromit Innovation Session

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The ‘Wallace & Gromit Innovation Session’ introduces children to the concept of innovation. It highlights how innovation surrounds us in everyday life and how some household products may have been designed.
Who thought of that?
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Who thought of that?

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‘Who thought of that?’ introduces Key Stage 2 learners to the world of innovation and the four types of intellectual property: Patents, Trade Marks, Design and Copyright. Inspired by Wallace & Gromit and Aardman, it is filled with fun facts and activities to encourage curiosity about how things works and ideas to make things better and includes activities on inventions, branding, design and advertising.
2020 Wallace & Gromit's Cracking Ideas KS2
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2020 Wallace & Gromit's Cracking Ideas KS2

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The Cracking Ideas Competition is a creative invention competition, plus classroom resources for pupils aged 5-11 years in England, Scotland Wales and Northern Ireland. Children can learn about research and creative product design, explore the core phases of design and technology, and come up with a new invention or a reworking of an existing object. During the process children will be introduced to Intellectual Property (IP) and the importance of protecting their own ideas. They are designed to be used flexibly to adapt to different ages, spaces and interests. You can follow age-appropriate activities to help children come up with their own unique inventions which can then be entered into our nationwide competition - there’s a very special prize up for grabs.
2020 Wallace & Gromit's Cracking Ideas KS1
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2020 Wallace & Gromit's Cracking Ideas KS1

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The Cracking Ideas Competition is a creative invention competition, plus classroom resources for pupils aged 5-11 years in England, Scotland Wales and Northern Ireland. Children can learn about research and creative product design, explore the core phases of design and technology, and come up with a new invention or a reworking of an existing object. During the process children will be introduced to Intellectual Property (IP) and the importance of protecting their own ideas. They are designed to be used flexibly to adapt to different ages, spaces and interests. You can follow age-appropriate activities to help children come up with their own unique inventions which can then be entered into our nationwide competition - there’s a very special prize up for grabs.
2021 Wallace & Gromit's Cracking Ideas KS2
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2021 Wallace & Gromit's Cracking Ideas KS2

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Cracking Ideas aims to provide curriculum-led activities that get children engaged with product design and the importance of protecting intellectual property. You can follow age-appropriate activities to help children come up with their own unique inventions which can then be entered into our nationwide competition. Competition Closed
2021 Wallace & Gromit's Cracking Ideas KS1
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2021 Wallace & Gromit's Cracking Ideas KS1

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Cracking Ideas aims to provide curriculum-led activities that get children engaged with product design and the importance of protecting intellectual property. You can follow age-appropriate activities to help children come up with their own unique inventions which can then be entered into our nationwide competition. Competition Closed
Inspirational Inventors 2023 - Resource Pack
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Inspirational Inventors 2023 - Resource Pack

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Resources: Introduction PowerPoint Competition Flyer Informed Consent Form Competition Terms & Conditions About: Throughout history there have been countless great scientists and inventors.  Some we all might have heard of like Steve Jobs or James Watt, but there are many inventors most of us have probably never heard of, people whose brilliant minds and hard work have had a massive impact on our society or the world. Alternatively, we may know the invention, but have no idea who invented it! Download your STEM inspired resources and get involved with this fantastic inventor competition. Competition closes 9th June 2023 Please note this competition is open to pupils in year 8 based in Newport, South Wales
2022 Wallace & Gromit’s Cracking Ideas - Certificate of Recognition
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2022 Wallace & Gromit’s Cracking Ideas - Certificate of Recognition

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Wallace Gromit’s Cracking Ideas aims to inspire your children to be creative and inventive, whether you’re in a classroom, a club or at home! Designed with the help of Aardman, whose invention-loving duo Wallace & Gromit feature in the learning materials, Cracking Ideas provides curriculum-led activities that get children engaged with design and the importance of protecting intellectual property. Our age-appropriate activities inspire children aged 4-7 and 8-11 to come up with their own inventions which they can enter into our nationwide competition. This certificate is free to download and aims to recognise the young people who submitted their creative inventions into our 2021/2022 nationwide competition .
Think Kit Media Studies Ages 14+
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Think Kit Media Studies Ages 14+

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Think Kit gets students thinking about intellectual property (IP) and how it helps inventors, innovators, designers and creators to achieve success by protecting their ideas. This series of three lessons helps Media Studies GCSE and NQ students to explore the relevance of intellectual property (IP) to their lives and future careers. The lessons also support PSHE/PSD/PSE/SMSC/Health & Wellbeing. Students are encouraged to discuss the social, ethical and moral implications of commercialising their own work, as well as using other people’s work. Students will also develop employability and enterprise skills including creativity, problem solving, communication and working as part of a team. The lessons are flexible and can easily be adapted to meet the needs of your students – you may decide to use all three lessons or just one or two of them.
Design and Technology Ages 14+
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Design and Technology Ages 14+

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These resources has been produced by the Design and Technology Association in association with the Intellectual Property Office. The resources, lesson plans and activities are aimed at KS4 students in order they better understand the role of Intellectual Property and how to protect their ideas/innovation and make sure they’re rewarded.
Think Kit Music  Ages 14+
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Think Kit Music Ages 14+

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Think Kit gets students thinking about intellectual property (IP) and how it helps inventors, innovators, designers and creators to achieve success by protecting their ideas. This series of three lessons helps Music GCSE and NQ students to explore the relevance of intellectual property (IP) to their lives and future careers. The lessons also support PSHE/PSD/PSE/SMSC/Health & Wellbeing. Students are encouraged to discuss the social, ethical and moral implications of commercialising their own work, as well as using other people’s work. Students will also develop employability and enterprise skills including creativity, problem solving, communication and working as part of a team. The lessons are flexible and can easily be adapted to meet the needs of your students – you may decide to use all three lessons or just one or two of them.
Future Innovators Toolkit
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Future Innovators Toolkit

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These curriculum linked resources are designed to help teachers of Level 3 STEM subjects get students thinking about the relevance of intellectual property to their lives and future careers. Students will also develop employability and enterprise competencies including creativity, problem solving, communication and working as part of a team.
The Game is On - Episode 4  Ages 14+
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The Game is On - Episode 4 Ages 14+

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The Game is On! is a series of animated films that put copyright and creativity under the magnifying glass of Sherlock Holmes, providing a unique, research-led and open access resource for school-aged learners and other creative users of copyright. Drawing inspiration from well-known copyright and public domain work, as well as recent copyright litigation, these films provide a springboard for exploring key principles and ideas underpinning copyright law, creativity, and the limits of lawful appropriation and reuse. Episode four – The Adventure of the Missing Note A group of anarchists are threatening to post online top secret information from every European government. A digital music file, with a string of garbled metadata attached, may contain a clue to the group’s location. As always, Sherlock Holmes and John Watson are ready to start a new adventure … but will they resolve it? One thing is certain … The Game is On! You can download the Teaching Notes related to this episode under the File Previews tab. The Case Files are also available as web pages at https://www.copyrightuser.org/educate/the-game-is-on/episode-1/
Intellectual Property Education Framework (Primary - Eng)
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Intellectual Property Education Framework (Primary - Eng)

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The Intellectual Property (IP) Education Framework (developing creativity and innovation in tomorrow’s workforce) has been developed to equip the next generation of innovators, entrepreneurs and creatives with the knowledge to identify, protect, use and respect IP. The framework sets out that knowledge through age-appropriate competency statements from primary to higher education. Learning about intellectual property will help prepare young people for employment, responsible digital citizenship. Developed in consultation with teachers from across the four UK nations, with industry and professional bodies. The IP Education Framework is a cross cutting resource that supports each of the UK curricula. It has been designed so that teachers can easily access the parts of the framework most relevant to their teaching. The framework signposts free education resources from the UK IPO and partners that support teachers and educators to introduce IP concepts into everyday lessons, building learners’ understanding and practical application of ownership and ideas, creativity and innovation.