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)
.
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.
.
Additional skills
Problem-solving, collaboration, critical thinking, creative thinking, prototyping, presenting, researching.
.
Included resources
- Lesson plan Word doc
- Lesson slides PowerPoint
- Student handouts
- Sample micro:bit code files
.
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
Something went wrong, please try again later.
This resource hasn't been reviewed yet
To ensure quality for our reviews, only customers who have downloaded this resource can review it
Report this resourceto let us know if it violates our terms and conditions.
Our customer service team will review your report and will be in touch.