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Wearable antennas
IETEducationIETEducation

Wearable antennas

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Learning about how wireless technology can used for personal health care In this activity students will discover how wireless electronic systems can be used to improve health care. This topic investigates the driving technology behind body centric communications. Students will explore current health applications of wireless health care devices and learn about the possibilities for the future as well as the ethical issues surrounding these advancements. This is one of a set of resources developed to aid the class teaching of the secondary national curriculum, particularly KS3. It has been designed to support the delivery of key topics within design and technology (DT) and science. Activity: Learning about how wireless technology can used for personal health care Students will firstly work through our Pacemaker case study, where they must explain why someone with a pacemaker needs to be cautious around certain sources of radiofrequency energy. They will then draw a labelled diagram of a heart, pacemaker, and connecting wire (BCA), with annotations explaining how the pacemaker helps with heart problems. Students will then review our Body Centric Antenna (BCA) case study where a BCA increases the speed at which data can be made available to health professionals. After reading the case study, students must produce then a short leaflet that explains the potential health benefits of BCAs. Download our activity overview for an introductory lesson plan on wearable healthcare technology for free! The engineering context Body centric communications have abundant applications in personal healthcare, smart homes, personal entertainment, identification systems, space exploration and the military. Suggested learning outcomes By the end of this activity students will understand that an electronic decision-making system consists of an input, a processor, and an output. They will also know that changes in physical factors will result in an energy transfer in a transducer (i.e., a transducer can be used as a sensor). Finally, they will be introduced to some of the social uses of electronic systems in health care. Download our activity sheet and other teaching resources The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved nations; England, Northern Ireland, Scotland and Wales. All activity sheets and supporting resources are free to download, and all the documents are fully editable, so you can tailor them to your class’s and your schools’ needs. You can download our classroom lesson plan for free! Please do share your highlights with us @IETeducation
What is a program?
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What is a program?

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Understand the importance of clear instructions when developing a program In this starter activity, students are introduced to what is meant by a program through our fun maze route activity. For the purposes of this activity a program is a set of step-by-step instructions that must be followed. Learners will therefore be asked to create a set of instructions that will solve a problem. This is one of a set of resources developed to aid the class teaching of the secondary national curriculum, particularly KS3. It has been designed to support the delivery of key topics within design and technology (DT). Activity: Understanding the importance of clear instructions when developing a program In this activity students will complete a practical activity that will help them to understand what programme is. Learners will get into pairs and, with one person having to navigate their (blindfolded) partner through a simple maze by giving them verbal instructions. After this activity, there will be a class discussion on the importance of clear and concise instructions. Students will then reflect on what a programmable system is (i.e., a set of instructions) and discuss how this links to the activity that they’ve just completed. Download our activity overview for an introductory lesson on programmes for free! The engineering context Programming is an essential skill in the 21st century world. From mobile phones and tablet computers to large passenger aircrafts, our everyday lives are shaped by systems that have been programmed. These systems keep us safe, get us to work/school or allow us to communicate with our friends and family. Suggested learning outcomes By the end of this lesson students will learn that a program is simply a set of step-by-step instructions. They will also understand the importance clear instructions when developing a program. Download our activity sheet and other teaching resources The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved nations; England, Northern Ireland, Scotland and Wales. All activity sheets and supporting resources are free to download, and all the documents are fully editable, so you can tailor them to your class’s and your schools’ needs. You can download our classroom lesson plan for free! Please do share your highlights with us @IETeducation
Making a pinhole camera
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Making a pinhole camera

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With our history of design KS2 lesson plan teaching resource, learners will make a pinhole camera inspired by the early photography of the Victorian era. Inspired by the theme of the Victorians, this activity supports the teaching of design and technology in context by making a pinhole camera based on early Victorian photography technology. In this classroom project learners will learn about early camera obscuras developed during the Victorian era. They will then make their own pinhole camera from a small shoebox, based on this early technology. Finally, they will test their camera and observe how it works. This teaching resource activity could be used as a main lesson activity to teach learners basic marking out and model making skills. It could also be used as part of a wider scheme of learning focussing on the history of design, technology and engineering, alongside other Victorian-themed IET resources. We’ve created this teaching resource design activity to support the delivery of key topics within science, history, design & technology (D&T) and engineering. Activity: Make a pinhole camera inspired by the early photography of the Victorian era Learners will discuss the origins of cameras and photography in Britain and the United Kingdom including the fact that in Victorian times many women took up taking photos as a hobby. Learns will then make their own pinhole camera and test it by going into a dark room, turning on a lamp and pointing the camera towards it. Tools/supplies needed: Cardboard box or shoebox Wax paper Parcel tape Craft knife Scissors Pin to make the pinhole Pencil and ruler Follow our step-by-step guide to make a pinhole camera The Engineering Context Understanding about the history of engineering and design helps engineers to learn from past successes and mistakes. For example, learning about early photography us to understand the science behind these ideas and how this can be used and developed to make better products in future. Suggested learning outcomes This resource combines Science, Design and Technology, Maths and Engineering with History, with the aim that the learners will know what is meant by the Victorian era and the dates it covered, be able to make and test a pinhole camera and be able to explain how the pinhole camera works. Download our activity sheet and other teaching resources for free! All classroom activity sheets and supporting teaching resources are free to download, and all the documents are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved nations; England, Northern Ireland, Scotland and Wales. Please do share your highlights with us @IETeducation.
Make a Victorian timeline
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Make a Victorian timeline

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With our history of design and technology and engineering KS2 lesson plan teaching resource, learners produce a timeline of key events that took place during the Victorian era. Inspired by the theme of the Victorians, this activity supports the teaching of design and technology in context by looking at the key events that defined the Victorian era, and how they have influenced engineering developments and society today. In this classroom activity learners will learn about the Victorian era and the changes to how people lived and worked during this time. They will then produce a timeline of key events that occurred from when Queen Victoria was born to when she died. For example, the opening of the London Underground and the development of the first national police force. This teaching resource activity could be used as a main lesson activity to teach learners about the influence of historical events on engineering and society as a whole. It could also be used as part of a wider scheme of learning focussing on the history of design, technology and engineering, alongside other Victorian themed IET resources. We’ve created this teaching resource design activity to support the delivery of key topics within history of design, design & technology (D&T) and engineering. Activity: Producing a timeline of key events that took place during the Victorian era Learners will discuss what the Victorian era was, when it occurred and why it was such an important period of time. They will then go onto producing a timeline of key events that occurred during the Victorian era, adding pictures to make the timeline more engaging to look at. Tools/supplies needed: Pens and pencils Ruler The Engineering Context Understanding about the history of engineering and design helps engineers to learn from past successes and mistakes. For example, learning about early photography or electric lighting helps us to understand the science behind these ideas and how this can be used and developed to make better products in future. Suggested learning outcomes This resource combines Design and Technology and Engineering with History, with the aim that the learners will be able to produce a timeline of key events that occurred during the Victorian era and understand how the Victorian era shaped engineering and society today. Download our activity sheet and other teaching resources All classroom activity sheets and supporting teaching resources are free to download, and all the documents are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved nations; England, Northern Ireland, Scotland and Wales. Please do share your highlights with us @IETeducation
Victorian engineering research
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Victorian engineering research

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Inspired by the theme of the Victorians, this activity supports the teaching of design and technology in context by investigating the key inventions made during the Victorian era, and how they have influenced engineering today. In this classroom activity learners will learn about the Victorian era and the changes to how people lived and worked. They will then discuss how technology and engineering moved forward during the Victorian era, before researching at least one engineering invention made during that time. They will then present their findings to the class. This teaching resource activity could be used as a main lesson activity to teach learners about the impact of Victorian inventions on modern engineering and society as a whole. It could also be used as part of a wider scheme of learning focussing on the history of design, technology and engineering, alongside other Victorian themed IET resources. We’ve created this teaching resource design activity to support the delivery of key topics within science, history, design & technology (D&T) and engineering. Activity: Using the internet to research engineering inventions that were made during the Victorian era. Learners will discuss what the Victorian era was, when it occurred and why it was such an important period of time. They will then go on to use the internet to research one engineering invention that was made during the Victorian era and produce a short presentation about it which they should make to the class. Tools/supplies needed: Computers with internet and presentation software Whiteboard projector or interactive whiteboard The Engineering Context Understanding about the history of engineering and design helps engineers to learn from past successes and mistakes. For example, learning about early photography or electric lighting helps us to understand the science behind these ideas and how this can be used and developed to make better products in future. Suggested learning outcomes This resource combines Design and Technology and Engineering with History, Literacy and Computing/ICT with the aim that the learners will be able to research engineering inventions that were made during the Victorian era and understand the impact of Victorian inventions on engineering and society today. Download our activity sheet and other teaching resources All classroom activity sheets and supporting teaching resources are free to download, and all the documents are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved nations; England, Northern Ireland, Scotland and Wales. Please do share your highlights with us @IETeducation
Make a paper house
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Make a paper house

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In this activity learners will design, make and assemble a fold out pop-up structure that shows a self-contained, four room dwelling. This activity could be used as a main lesson activity to teach learners about the design of folding structures using graphic materials; alternatively, it could be used as an introduction to designing for a client, where the learners could be given a target group such as wheelchair users or a young family. This could also be used as one of several activities within a wider scheme of learning focussing on structures and Design for Living. Resources required: Scissors Paper or Card Glue Rulers Pens, coloured pencils or paint Paperclips Optional: three pre-made rooms Optional: a pre-made assembled example Download our activity sheet and other related resources for free! All activity sheets and supporting resources are free to download, and all the documents are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved nations; England, Northern Ireland, Scotland and Wales. You can download our step-by-step instructions below as either a classroom lesson plan or PowerPoint presentation. Please do share your highlights with us @IETeducation.
Make a tie dye blanket
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Make a tie dye blanket

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In this hands-on design and technology project for KS3, students will unleash their creativity and artistic flair as they tie-dye picnic blankets. Through the fascinating art of tie-dyeing, they will explore colour combinations, patterns, and techniques, making their picnic blankets functional and uniquely stylish. Activity: Make a tie dye picnic blanket This activity is part of a series of free STEM resources created to enable students to enhance their understanding and proficiency in Design and Technology, Engineering, Science, and Mathematics, all while incorporating summer-related themes. This particular resource is perfect for the summer season and can be undertaken within a school setting or from the comfort of one’s home. Learners will produce samples for a picnic blanket using different tie-dyeing techniques to add visual interest. They will then produce a full-sized version using their favourite technique or design. This activity could be used as a main lesson to teach learners about dyeing techniques within textiles or as part of a wider scheme of learning covering manufacturing processes and finishing techniques. How long will this activity take to complete? This activity will take approximately 70-100 minutes to complete. Download the activity sheet below for a step-by-step guide on how to tie-dye a blanket that can be used during summer picnics! What materials will you need? Squeezy bottles; Fabric dye; Elastic bands/string; Plastic gloves; washing up bowl; Salt, if required. The engineering context Our clothing comes in a diverse array of colours to avoid monotony. Engineers and designers employ various finishing techniques on a wide range of materials, including textiles. Suggested learning outcomes By the end of this activity, students will be able to understand what is meant by tie-dyeing and its applications, they will be able to produce samples for picnic blankets using different tie-dyeing techniques, and they will be able to produce a full-size picnic blanket using tie-dyeing. Download the free activity sheet below! All activity sheets and supporting resources are free to download, and all the documents are fully editable so that you can tailor them to your students and your schools’ needs. The activity sheet includes teacher notes, guidance, helpful web links, and links (where appropriate) to the national curriculum in the four devolved UK nations: England, Northern Ireland, Scotland and Wales. Please share your classroom learning highlights with us @IETeducation
How to make a zip line
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How to make a zip line

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Designing and making a zip line for a toy This is a project to build a model of a zip Line. It could be carried out in pairs but will work for individuals. It requires some space to complete successfully but can be executed both indoors and outdoors. This activity could be used as a main lesson activity to teach learners about the effect of gravity on a body falling in a controlled manner, friction or the practical application of trigonometry. Resources required: String or thin rope, 10m should be enough A ‘passenger’ for the zip line Paper clips or stiff wire Sticky tape A stopwatch or a stopwatch App on a phone A ruler or tape measure A protractor Some paper and a pen to take notes Download the activity sheets for free! And please do share your classroom learning highlights with us @IETeducation
How to make a Leonardo da Vinci bridge
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How to make a Leonardo da Vinci bridge

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In this engaging design and technology project for KS2, students will build a model of the Leonardo da Vinci bridge where the parts are not joined together… This activity will teach learners about the use of simple construction techniques as they assemble a working, load-bearing bridge. The bridge can then be tested to destruction, which can help learners understand the forces that act on bridges and how to design them to be strong and stable. This activity can be used as a main lesson activity or as one of several activities within a wider scheme of learning about structures and Design for Living. It can be adapted to different age groups and abilities and can be used to teach a variety of concepts, such as forces, structures, and materials. Activity: How to make a Leonardo da Vinci bridge This resource is part of a set designed to help learners use seasonal themes to support the delivery of key topics in Design and Technology and Engineering. This resource is part of a group for the Summer and can be used in school or at home. It involves building a load-bearing bridge structure made up of simple members without any joining methods. This activity is aimed at the high end of Key Stage 2 and should be carried out in pairs or small groups, as a minimum of two pairs of hands are needed, along with some dexterity. How long will this activity take to complete? This activity will take about 60-90 minutes to complete. Teachers can download the activity sheet below for a detailed lesson plan. Parents can download the family activity for a step-by-step guide on how to help their children build a Leonardo Da Vinci bridge at home. The engineering context Using scale models is a development tool used in many areas of Engineering. Suggested learning outcomes By the end of this activity, students will understand how forces can act on parts of a structure to make it stand without extra support or joining methods, and they will look at the engineering work of Leonardo da Vinci. Download the free activity sheet below! All activity sheets and supporting resources are free to download, and all the documents are fully editable so that you can tailor them to your students and your schools’ needs. The activity sheet includes teacher notes, guidance, helpful web links, and links (where appropriate) to the national curriculum in the four devolved UK nations: England, Northern Ireland, Scotland and Wales. Please share your classroom learning highlights with us @IETeducation
Make a sensor to test a waterlogged sports pitch
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Make a sensor to test a waterlogged sports pitch

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Making a moisture sensor to check that a sports pitch is fit to play on In this engineering activity, designed for secondary school students, students will make and test a moisture sensor that referees can use to check the playability of a football pitch. This is one of a series of resources designed to allow learners to use the theme of the sport to develop their knowledge and skills in design and technology and engineering. This free resource focuses on making and testing a moisture sensor that referees can use to check the playability of the pitch. Activity introduction Your task is to make a waterlogging sensor that a referee can use to check whether the playing field is fit to play on. It should indicate when the pitch is too wet for play to safely take place. Follow the steps outlined in our free activity sheet to assemble your own moisture sensor circuit. Once the sensor is assembled place the moisture sensor in wet soil or grass to see if it works! After you have tested your moisture sensor circuit you can discuss with your teacher how successful the making of it has been. This activity will take approximately 50-80 minutes. What you will need A soldering iron, stand, sponge and mat/base Solder Moisture sensor circuit board A 9-volt battery and battery snap A 470-ohm, 1 kiloohm and 1.2 kiloohm resistor A transistor A 5 mm red LED A sticky pad The engineering context Sporting events require engineers of a wide range of disciplines to make sure that it runs smoothly and effectively. From structural engineers in charge of stadium design to textile engineers producing the players’ kits, the importance of engineers is huge. Electrical and electronic engineers need to have basic skills in circuit construction, including soldering components and testing electronic PCBs. Suggested learning outcomes By the end of this activity students will be able to make a moisture sensor circuit, they will be able to fit and solder components to a PCB and they will be able to test the moisture sensor circuit to check how well it works. Download the free activity sheet! All activity sheets and supporting resources are free to download, and all the documents are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teacher notes, guidance, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved UK nations; England, Northern Ireland, Scotland and Wales. Please share your classroom learning highlights with us @IETeducation.
Design a sports wheelchair
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Design a sports wheelchair

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Design a sports wheelchair for a Marathon race This activity is focused on the design of racing wheelchairs, but also develops understanding about the use of search engines. It considers the use of different search terms when using internet-based research using search engines and how this affects the outcomes of the search. The main activity involves designing a racing wheelchair considering key aspects to enhance its performance. The first London Marathon wheelchair race took place in 1983 in which 19 people took part with 17 completing the race. The winner, Gordon Perry, set a winning time of just over 3 hours and 20 minutes. With the advancements in engineering and technology since that date, wheelchair racing has come a long way, and in 2021, Marcel Hug won the London Marathon’s men’s wheelchair race setting a new course record with a time of just over 1 hour and 26 minutes! Activity info, teachers’ notes and curriculum links In this activity, learners will use the theme of the London Marathon to respond to a design context, investigate the context on the internet and design a wheelchair for sports use. This activity could be used as a main lesson activity to develop skills in designing. It could also be used to teach learners about how to search the internet effectively to gain the information that is most applicable to their requirements. All activity sheets and supporting resources are free to download and are fully editable, so you can tailor them to your students’ and your schools’ needs. And please do share your learning highlights and final creations with us on social media @IETeducation or send them via email to IETEducation@theiet.org to be featured in our online gallery. Tools/resources required Pens, pencils and drawing instruments Computer access for internet searching The activity sheet includes teacher notes, guidance, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved UK nations; England, Northern Ireland, Scotland, and Wales.
Design a kit for a national sports team
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Design a kit for a national sports team

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Consider smart or modern textile technologies when making a sports kit This resource focusses on designing a modern, stylish kit for a national team that will be playing at the football World Cup. This STEM activity is one of a series of resources designed to allow learners to use the theme of the football World Cup to develop their knowledge and skills in Design and Technology. Students will consider the colours used in different national flags and existing kits. They will then produce their own design for a national team of their choice, which makes use of smart or modern textiles technologies. Please do remember to share your learning highlights and final creations with us on social media @IETeducation or send them via email to IETEducation@theiet.org to be featured in our online gallery.
Technology in sports
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Technology in sports

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In this engineering activity, students will work in groups to share their knowledge of the use of technology in sport. They will each give a 60 second presentation about the topic to their group. This task is aimed at secondary school students and could be used as a starter activity with ‘Create a portable beep tester’ as the main activity. It is an ideal exercise for learners to both demonstrate and develop their knowledge of the topic of technology in sport, and share with their peers. Activity introduction This activity encourages learners to recall information, helps learners develop their oral presentation skills and encourages learners to work together to develop their knowledge. The teacher will first state to students that they will be demonstrating their existing knowledge of the use of technology in sport. They will also be developing their knowledge further by working with other learners in this group and listening to their presentations. Learners will be expected to work in teams of four. Their topic to talk about will be ‘the use of technology in sport’. Each learner in the group will, in turn, speak about this topic to their team for 60 seconds. They must try not to hesitate, deviate or repeat any information! Each group of four will write a summary of the main points learnt and read it out the class. This can be both in terms of knowledge of the topic and oral presentation techniques used. The engineering context Sports Technology is an ideal topic for teaching about programmable components and embedded intelligence in products. These are key parts of the 2014 programme of study for Design and Technology at key stage 3. It is also an ideal vehicle for using the BBC micro:bit in the classroom and developing the product integration skills of learners. Technology in sport This is one of a series of resources to support the use of the BBC micro:bit in Design and Technology lessons. Technology can be used in sports to enhance performance and help participants to improve their fitness and stamina. For example, automated beep tests can be used to monitor fitness levels during training sessions and set targets for future improvement. In this unit of learning, students will use the BBC micro:bit to develop a prototype for an electronic beep test that can be used to help people monitor and improve their fitness levels. Suggested learning outcomes By the end of this activity students will be able to describe how technology can be used in sport, present an oral presentation on the topic of technology in sport and they will be able to work as part of a team to develop their knowledge of technology in sport. Download the activity sheets for free! And please do share your classroom learning highlights with us @IETeducation.
Simulation versus real-world sports
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Simulation versus real-world sports

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Form a constructive argument in a debate Virtual reality versus real-world sports tasks participants to form a constructive argument in a debate based on the question: ‘which is more important to our society - the development of the Nintendo Wii or encouraging more people to take up sport?’ Students research and evaluate the social, ethical, economic and health issues relating to simulation sports versus real-world sports. Form arguments for and against this topic and present the findings in a persuasive, coherent and focused argument. Tools/resources required Projector/Whiteboard Access to the internet for the research activity, or copies of appropriate pre-printed resources Download the activity sheets for free! All activity sheets and supporting resources are free to download and are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teacher notes, guidance, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved UK nations; England, Northern Ireland, Scotland, and Wales. Please do share your classroom learning highlights with us @IETeducation
Sports logo developement
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Sports logo developement

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A project to design a sports logo This STEM activity is inspired by the Olympics. Students will learn about logo design by designing and creating a sports logo for a sports team of their choice. This free resource, aimed at secondary school students, will develop learners’ knowledge and skills in design and technology and engineering. Activity sheets for students and resources for teachers are provided below. This fun resource could be used as a one-off main lesson activity to build knowledge of branding and logos. It could also be used as part of a wider scheme of learning focussing on developing creative skills within graphics and graphic design. Imagine that a sports team is designing a new kit and your students have been asked to design a new logo for the team. They want the logo to represent the sport and be eye-catching. Your students will design a sports logo for a sports team of their choice. Their design should use an image or a simple shape that represents the sport. They need to think about how a sports logo is created from a single image. How are colours used to show movement on an object? How can an image of a sports person be converted into a sports logo? How can different shapes be used to add a background to the image? How do you add text to the logo? Then sketch their idea for a sports logo that meets the needs of both the brief and the design criteria given. Designs can be produced on the handout provided or on blank A4/43 paper. Once finished, ask three other people to suggest one improvement each to the design. Then select one of these suggested improvements and use it to update the design. This exercise should take approximately 50-60 minutes to complete. What you will need: Projector/whiteboard Sketching equipment Coloured pencils The engineering context Many top sport teams have logos that have become famous and appear on all their branded products. Suggest learning outcome By the end of this activity students will be able to design a sports team logo. They will also be able to communicate design ideas using sketches, notes and annotations. All activity sheets and supporting resources are free to download, and all the documents are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teacher notes, guidance, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved UK nations; England, Northern Ireland, Scotland and Wales. And please do remember to share your activity highlights with us @IETeducation
Sports logo design
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Sports logo design

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Learn how to design a new logo for a sports team This STEM activity for kids is inspired by the Football World Cup but can be linked to any sporting event, the Olympics for example. Students will learn about logo design by designing and creating a sports logo for a sports team of their choice. This exercise, aimed at primary school students, will develop learners’ knowledge and skills in design and technology and engineering. Activity sheets for students and resources for teachers are provided. This fun resource could be used as a one-off main lesson activity to build knowledge of branding and logos. It could also be used as part of a wider scheme of learning focussing on developing creative skills within graphics and graphic design. Imagine that a sports team is designing a new kit and your students have been asked to design a new logo for the team. They want to logo to represent the sport and be eye-catching. Your students will design a sports logo for a sports team of their choice. Their design should use an image or a simple shape that represents the sport. They will need to think about how a sports logo is created from a single image. How are colours used to show movement on an object? How can an image of a sports person be converted into a sports logo? How can different shapes be used to add a background to the image? How do you add text to the logo? This exercise should take approximately 50-60 minutes to complete. What you will need Projector/whiteboard Sketching equipment Coloured pencils The engineering context Many top sport teams have logos that have become famous and appear on all their branded products. Suggested learning outcomes By the end of this activity students will be able to design a sports team logo. They will also be able to communicate design ideas using sketches, notes and annotations. All activity sheets and supporting resources are free to download, and all the documents are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teacher notes, guidance, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved UK nations; England, Northern Ireland, Scotland and Wales. Please share your classroom learning highlights with us @IETeducation
Backpack of the future (Secondary)
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Backpack of the future (Secondary)

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In this KS3 activity, learners will make use of the theme of new and future technologies to design a futuristic backpack. This KS3 classroom activity could be used as a main lesson activity to teach about designing textile and graphics-based products in context, or the use of new technologies within designs. It could also be used as part of wider scheme of learning focussed on the design process. We’ve created this design teaching resource activity to support the delivery of key topics within design & technology (D&T) and engineering. Activity Learners will be introduced to the purpose of backpacks and how they are used across a wide range of different people. They will then produce a labelled sketch of their design idea to meet the given design brief and criteria. Learners can self or peer-assess their design work suggesting any improvements that could be made. Brief: Design the dream backpack of the future. Criteria: The design must include a way of comfortably wearing the backpack on the back, spaces to carry different items, colours that show personality and clever STEM gadgets and special tech that allow it to do incredible things. Considerations: Originality: How original is the idea? Feasibility: How feasible is it that the design can be turned into a real-life prototype? Creativity: How creative is the idea? Engineering: What engineering processes have been used in the design? ** Evaluation** Evaluate how well the design meets the design criteria: Which points does it meet? How? Which points does it not meet? Why? How could you improve your design? Possible extension Make a prototype or model of your backpack design Design a backpack for doctors or paramedics to carry their medical equipment Design a backpack for your favourite sports star The Engineering Context Engineers need to understand how materials and new technologies could be used to produce improved future product designs. For example, how sustainable materials, materials with improved properties or renewable energy could be used in backpack design in the future. Suggested learning outcomes This resource combines design and technology with engineering with the aim that the learners will be able to understand the purpose and different uses of backpacks and be able to design the backpack of the future. Download our activity sheet for free! All activity sheets and supporting resources are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved nations; England, Northern Ireland, Scotland and Wales. You can download our step-by-step instructions below as a classroom lesson plan and helpful PowerPoint presentation. Please do share your highlights with us @IETeducation.
Design a futuristic backpack (Primary)
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Design a futuristic backpack (Primary)

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In this KS2 teaching resource activity learners will make use of the theme of new and future technologies to design a futuristic backpack. They will discuss the purpose of backpacks and why they are used. They will then produce a labelled sketch of their design idea to meet the given design brief and criteria. This KS2 classroom activity could be used as a main lesson activity to teach about designing textile and graphics-based products in context, or the use of new technologies within designs. It could also be used as part of wider scheme of learning focussed on the design process. Learners can self or peer-assess their design work suggesting any improvements that could be made. We’ve created this design teaching resource activity to support the delivery of key topics within design & technology (D&T) and engineering. Tools/supplies needed: Pens, pencils and coloured pencils A3 or A4 paper Brief - Design your dream backpack of the future. Criteria - Your design must include a way of comfortably wearing the backpack on the back, spaces to carry different items, colours that show your personality and clever STEM gadgets and special tech that allow you to do incredible things. Considerations: Originality: How original is the idea? Feasibility: How feasible the design, can it be turned into a real-life prototype? Creativity: How creative is the idea? Engineering: What engineering processes has been used in the design? Possible extension Make a prototype or model of your backpack design Design a backpack for doctors or paramedics to carry their medical equipment Design a backpack for your favourite sports star The Engineering Context Engineers need to understand how materials and new technologies could be used to produce improved future product designs. For example, how sustainable materials, materials with improved properties or renewable energy could be used in backpack design in the future. Suggested learning outcomes This resource combines design and technology with engineering with the aim that the learners will be able to understand the purpose and different uses of backpacks and be able to design the backpack of the future. Download our activity sheets for free! All activity sheets and supporting resources are fully editable, so you can tailor them to your students’ and your schools’ needs. The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved nations; England, Northern Ireland, Scotland and Wales. You can download our step-by-step instructions below as a classroom lesson plan and helpful PowerPoint presentation. Please do share your highlights with us @IETeducation.
Prosthetic devices
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Prosthetic devices

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The development of new materials with incredible properties is changing the way we live. From LCD TVs to super light airliners, these materials have quickly found their way into pretty much all of the modern technology around us. One area where modern materials have made a huge impact is in the development of prosthetic devices. Some of these devices are beginning to outperform ‘natural’ body parts. Activity info,  teachers’ notes and curriculum links to KS3 science materials Using the short video ‘Bionic Limbs’, this activity is a quick, engaging introduction to a KS3 science materials lesson looking at the properties of modern materials. It encourages students to think about how technology is changing our society by generating their own ideas for prosthetic devices that they think will be realistic in the near future. There are takeaways for KS4 biology and KS3 product design. The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved UK nations; England, Northern Ireland, Scotland and Wales. Download the activity sheet and quiz for free! All activity sheets and supporting resources (including film clips!) are free to download, and all the documents are fully editable, so you can tailor them to your students’ and your schools’ needs. And please do share your classroom learning highlights with us @IETeducation.
Engineer a stadium
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Engineer a stadium

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Design the sports stadium of the future Millions of people from all over the world attend sporting events each year. Can your students design a stadium that will not only meet their needs, but also leaves a future legacy from the competition? In this fun STEM activity, learners will use the theme of sport to design a futuristic sports stadium. They will think about the main design considerations and requirements for the stadium. They will then produce annotated sketches of their idea and think about how it could be used after the event has taken place. This could be used as a one-off main lesson activity to develop designing and sketching skills. Alternatively, it could be used as a part of a wider scheme of work to develop designing and modelling skills in Design and Technology and Engineering. Download the activity sheets for free! And please do share your learning highlights and final creations with us on social media @IETeducation