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In this unit of 5-6 computing lessons aimed at KS3 Year 7 in England, students learn about ‘health tech’, the use of technology to improve health. They develop and apply their knowledge and understanding of computational thinking and real-life problem-solving by working in teams to create their own prototype health tech innovation.
Lesson sequence:
- Research health issues and technology
- Brainstorm health tech innovation ideas
- Innovation prototyping
- Prototyping & preparing presentations
5/6. Health tech prototypes showcase (can run over two lessons)
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Learning objectives
- understand and apply the fundamental principles & concepts of computer science.
- gain practical experience of writing computer programs to solve problems.
- evaluate and apply information technology, including new or unfamiliar technologies analytically to solve problems
- be responsible, competent, confident and creative users of information and communication technology.
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Additional skills
Problem-solving, collaboration, critical thinking, creative thinking, prototyping, presenting, researching.
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Included resources
- Lesson plan Word doc
- Lesson slides PowerPoint
- Student handouts
- Sample micro:bit code files
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England KS3 Computing curriculum links
- design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
- use logical reasoning to compare the utility of alternative algorithms for the same problem
- use two or more programming languages, at least one of which is textual, to solve a variety of computational problems
- make appropriate use of data structures (for example, lists, tables or arrays)
- understand simple Boolean logic (for example, AND, OR and NOT) and some of its uses in circuits and programming
- understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns
- undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users
- create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usability
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