Create, Experiment, Build, Question and Learn.
I am a specialist Product and Graphic Design Teacher, specialising in the Iterative process of designing, prototyping and evaluating. With a particular focus on entrepreneurship and making, rooted in real-world contexts and challenges.
My mission is to plan and deliver creative, fun and engaging lessons for KS3, 4 and 5, ages 11-18.
Create, Experiment, Build, Question and Learn.
I am a specialist Product and Graphic Design Teacher, specialising in the Iterative process of designing, prototyping and evaluating. With a particular focus on entrepreneurship and making, rooted in real-world contexts and challenges.
My mission is to plan and deliver creative, fun and engaging lessons for KS3, 4 and 5, ages 11-18.
Your students are most likely already using ChatGPT but are they using it honestly? Do they understand it? Do they understand the alternatives?
To teach students about the risks and opportunities of AI and academic integrity, this research lesson and activity teaches students to compare and debate sources to determine which answer is the real truth. What better way to teach students about AI than for them to practically demonstrate how it works vs other traditional sources?
Included is a lesson that explores:
What is ChatGPT?
How does it work?
Is ChatGPT a tool or a cheat?
How does it differ from other sources?
How do we know the truth?
What are the other ways we could find an answer?
Which are more reliable and why?
Students are then set a group research task where they research different debatable questions from different sources before ranking by reliability. They then summarise by determining which answer is the truth.
Included:
Lesson presentation.
Structured student presentation template sorted by the different sources.
Interactive teacher CPD presentation that explains the student lesson.
Lesson plan.
The content has been planned for 2-3 lessons.
L1 presentation.
L2 Group Research.
L3 Group presentations and debates.
Pupils’ love being creative with this project. Lessons are differentiated with strong cross-curricular (Literacy, Geography, Science) links. Also Included are diffirenciated resources and teacher examples.
In this fourth lesson in the scheme, students will continue the iterative, product design process. Students are tasked with realising their final drawing as a CAD model, using SketchUp software. Included is a 6, page step-by-step guide for students to follow (self-directed learning).
Lesson consists of a starter> class discussions> main task (with guide) and plenary/review. Lesson should ideally be extended over several lessons. Also included is an additional starter that could be used in the next, subsequent lesson.
If you enjoyed this lesson, please see the other lessons in my Product Design series/SOW (where the full iterative design process is covered). In this unit, pupils will gain an understanding into what is product design and the creative process of a designer, from existing research/analysis, writing a specification, initial ideas, isometric drawing and CAD modelling.
What is debugging and how can I fix errors?
This lesson acts as a short introduction to what debugging is and explains the principles of identifying and fixing errors found in code, applied in a practical and fun way.
♦ Introduction to ‘Debugging’ and the additional keywords: error and fix.
♦ Practical activity where students draw their own coding problem and arranging printed ‘blocks’ in order to challenge one-another and practice debugging before moving and applying on the computer.
♦ Practical coding activity to debug the basics of a program.
This is the first introductory lesson of a unit/project that introduces students to the exciting world of coding! In the project, students will design and code their own educational game for primary year students. The full scheme will be uploaded in March 2023 when it is fully complete.
If you enjoyed this project/scheme of work please leave a review and visit my shop where there is a range of creative and engaging design and engineering projects.
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↠ Projects work in Powerpoint or Google slides. This file may be zipped. Once downloaded right-click the file and select ‘extract all’ to open. ↞
✎Please note I am a UK seller and unless otherwise stated the product uses standard English. This should not affect the use of this product in other countries. ✎
♥ After using this product please leave a rating and comment.
♦ If there are any issues with the product please contact me (via the Ask a Question tab) before leaving feedback.
How does a computer understand instructions?
This lesson acts as a short introduction to what coding is and explains the principles of input, process, storage, and output through the use of Scratch, in a practical and fun way.
♦ Introduction to coding.
♦ Introduction into process - storage - process - output.
♦ Introduction to Scratch programming language.
♦ Practical activity where students code each other before moving onto computers. Students love this activity which teaches them about logic and writing commands that a computer will understand.
♦ Practical coding activity to understand the basics of how to move a Sprite and apply what they have learnt in the previous practical task.
This is the first introductory lesson of a unit/project that introduces students to the exciting world of coding! In the project, students will design and code their own educational game for primary year students. The full scheme will be uploaded in March 2023 when it is fully complete.
If you enjoyed this project/scheme of work please leave a review and visit my shop where there is a range of creative and engaging design and engineering projects.
–
↠ Projects work in Powerpoint or Google slides. This file may be zipped. Once downloaded right-click the file and select ‘extract all’ to open. ↞
✎Please note I am a UK seller and unless otherwise stated the product uses standard English. This should not affect the use of this product in other countries. ✎
♥ After using this product please leave a rating and comment.
♦ If there are any issues with the product please contact me (via the Ask a Question tab) before leaving feedback.
This unit acts as fun and engaging introduction into coding, with** students using the Scratch language to create their own interactive educational game for primary year students. There is an accompanying portfolio for students to complete where they investigate, design then test/evaluate their programs.
Statement of Enquiry: Scientific logic and systems can be used to create innovative and functional products.
Unit covers:
♦ Introduction to coding: How does a computer understand instructions?
♦ Introduction into: storage - process - output: How can we create interactions?
♦ Debugging: How can we find and fix errors in code?
♦ Creating Sprites and backgrounds: How can we size and move things on screens?
♦ Program analysis: Why look at the work of others?
♦ Generating and evaluating design ideas:
♦ Loops: How can I simplify my code?
♦ What/if statements: How can code make it’s own decisions?
♦ Variables: How can we use storage to make our programs more interactive?
♦ Feedback: How do we measure the success of our program?
Included are:
Slide presentations for each lesson.
Editable student portfolio.
Additional lesson resources.
Scratch how-to cards.
Links to an online coding course.
Student outcomes and examples.
If you enjoyed this project/scheme of work please leave a review and visit my shop where there is a range of creative and engaging design and engineering projects.
–
↠ Projects work in Powerpoint or Google slides. This file may be zipped. Once downloaded right-click the file and select ‘extract all’ to open. ↞
✎Please note I am a UK seller and unless otherwise stated the product uses standard English. This should not affect the use of this product in other countries. ✎
♥ After using this product please leave a rating and comment.
♦ If there are any issues with the product please contact me (via the Ask a Question tab) before leaving feedback.