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Encounter Edu is where learning meets the world with a host of free STEM and global learning resources across the curriculum.

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Encounter Edu is where learning meets the world with a host of free STEM and global learning resources across the curriculum.
Coral Oceans Geo KS4: How to mitigate reef destruction?
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Coral Oceans Geo KS4: How to mitigate reef destruction?

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In this lesson you will look at the different strategies implemented in places across the globe and the main strategy used in Timor-Leste. Students will be assessing the need for the mitigating strategies such as the MPA in Timor-Leste but also evaluating the strategies. This lesson is from the Coral Oceans Geograpy 14-16 unit. You can access the unit here: https://encounteredu.com/teachers/units/coral-oceans-geography-14-16 The unit delivers a comprehensive understanding of coral reefs. Through the use of our exclusive galleries, videos and online resources, students will develop their knowledge and understanding of what coral reefs are, why they are important and how to protect them. The unit includes challenging lessons on abiotic components such as the nutrient cycle and biotic factors such as food chains. To experience the full impact of this scheme of work it can be taught in advance of our annual Coral Live event. Live lessons can be booked for free here: https://encounteredu.com/live
Coral Oceans Geo KS4: Coral reefs in Timor-Leste
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Coral Oceans Geo KS4: Coral reefs in Timor-Leste

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This lesson introduces Timor-Leste, the case study for this scheme of work and coral reefs. Students will locate Timor-Leste and other important coral reefs on a map. They will also learn what conditions are needed for a coral reef to grow and the global distribution of coral reefs. This lesson is from the Coral Oceans Geograpy 14-16 unit. You can access the unit here: https://encounteredu.com/teachers/units/coral-oceans-geography-14-16 The unit delivers a comprehensive understanding of coral reefs. Through the use of our exclusive galleries, videos and online resources, students will develop their knowledge and understanding of what coral reefs are, why they are important and how to protect them. The unit includes challenging lessons on abiotic components such as the nutrient cycle and biotic factors such as food chains. To experience the full impact of this scheme of work it can be taught in advance of our annual Coral Live event. Live lessons can be booked for free here: https://encounteredu.com/live
Coral Oceans Geo KS4: What is the structure of coral reefs?
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Coral Oceans Geo KS4: What is the structure of coral reefs?

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In this lesson, students will begin to develop further understanding of coral reefs, how they are formed, the importance of the coral polyp and how they grow from a single coral polyp to a huge coral reef. Students will then look at the coral reef zones and develop understanding of those different zones and their characteristics. This lesson is from the Coral Oceans Geograpy 14-16 unit. You can access the unit here: https://encounteredu.com/teachers/units/coral-oceans-geography-14-16 The unit delivers a comprehensive understanding of coral reefs. Through the use of our exclusive galleries, videos and online resources, students will develop their knowledge and understanding of what coral reefs are, why they are important and how to protect them. The unit includes challenging lessons on abiotic components such as the nutrient cycle and biotic factors such as food chains. To experience the full impact of this scheme of work it can be taught in advance of our annual Coral Live event. Live lessons can be booked for free here: https://encounteredu.com/live
Why do we need science? Starter
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Why do we need science? Starter

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Plastic, Plankton and Poo is a science Key Stage 4 unit of work, this video lesson can be used as part of Lesson 7. In this lesson the science team explain the societal importance of their work and how their research can be used by policy- makers, community organisations and wider society. This full lesson includes: Student Sheet Video 4 Student Sheet Video reflection The video can be used as a stimulus to a larger discussion about the impact of plastics on the environment and how science can help inform decisions about the future use of plastic. There are also opportunities to use a flipped approach to learning, setting the video lesson as pre-work before the topic is taught or as home learning to provide reinforcement of factual knowledge or to encourage further reflection.
Computing KS3: Obstacles and sensors
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Computing KS3: Obstacles and sensors

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Computing KS3: Obstacles and sensors, in this lesson students will learn about the challenges autonomous vehicles will face whilst navigating the real world. They will learn about the ultrasonic sensor on board the mBot and how to use it to avoid obstacles. Finally, they will think about how driving speed can influence a vehicle’s ability to react to obstacles. This is a single lesson fromt he Computing KS3 unit. Computing KS3 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-11-14
Computing KS3: Design our smart city pt 1
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Computing KS3: Design our smart city pt 1

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Computing KS3: Design our smart city pt 1 is the first part of a Design Thinking Workshop in which students will use personas to empathise with different types of people. Student will then use these insights to brainstorm ways that robots and autonomous vehicles can improve lives or solve problems. This workshop can be delivered as three one-hour sessions or combined as a half day activity. This is a single lesson fromt he Computing KS3 unit. Computing KS3 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-11-14
Computing KS3: Overcoming failures
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Computing KS3: Overcoming failures

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Computing KS3: Overcoming failures give students the opportunity to consolidate the learning from the first five lessons, revisit any shaky territory and experiment with combinations of inputs, outputs and different ways of coding the mBot. Students will look at some of the ways in which technology has failed in the past, and how engineers have worked to overcome those problems. They will look back over the hardware and software they have been using in the past five lessons and combine these skills to complete challenges. This is a single lesson fromt he Computing KS3 unit. Computing KS3 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-11-14
Computing KS3: Safety and signalling
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Computing KS3: Safety and signalling

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Computing KS3: Safety and signalling is a resource in which students will consider how technology and people interact. Students will learn about signalling movement and giving warning with light and sound. Students will use code to control their robot car’s LEDs and buzzer to produce lights and sounds for a variety of different scenarios. Finally, they will discuss the other sensors and signals they think would be useful for their robots and an autonomous vehicle in real life. This is a single lesson fromt he Computing KS3 unit. Computing KS3 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-11-14"
Computing KS3: Mapping and robotic cars
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Computing KS3: Mapping and robotic cars

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Computing KS3: Mapping and robotic cars will teach students about obstacles and sensors. Students will discuss the risks that a smart city presents, focusing on the challenges that an autonomous vehicle faces while navigating in the real world. Following on, students will then learn about the ultrasonic sensor on board the mBot and how to use it to avoid obstacles. Finally, they will think about how driving speed can influence a vehicle’s ability to react to obstacles. This is a single lesson fromt he Computing KS3 unit. Computing KS3 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-11-14
Computing KS3: Controlling cars with code
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Computing KS3: Controlling cars with code

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Computing KS3: Controlling cars with code gets the students to firstly think about and discuss how programming a car compares to programming a standard computer. Following this, students will work in groups to programme the robot to drive in different shapes around the classroom. This is a single lesson fromt he Computing KS3 unit. Computing KS3 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-11-14"
Computing KS3: Robotic cars
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Computing KS3: Robotic cars

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Computing KS3: Robotic cars is the first lesson of this unit and will introduce the concept of robotic and autonomous cars. In this lesson students will be challenges to build the mBot and get it moving with the remote control. Students will discuss what cities in the future will look like and think about the role that robots and autonomous vehicles will play. This is a single lesson fromt he Computing KS3 unit. Computing KS3 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-11-14
Computing KS3: Design our smart city pt 2
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Computing KS3: Design our smart city pt 2

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Computing KS3: Design our smart city pt.2 is part two of the Design Thinking Workshop. This lesson sees your class use an ideas funnel to select and refine ideas from the brainstorming activity in in part one. Each group will then prototype one of the ideas using the hardware and software skills they have learned with the mBot in lessons 1-6. "This is a single lesson from the Computing KS3 unit. Computing KS3 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-11-14"
Computing KS3: Design our smart city pt 3
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Computing KS3: Design our smart city pt 3

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Computing: Design our smart city pt.3 is part three of the Design Thinking Workshop. In this lesson students discuss different ways of sharing ideas then create articles, posters, videos, photo galleries or reports to persuade their audience that their prototypes are worth taking forward. Each group will present their prototypes and demonstrate their ideas in action using the mBot as part of a working display. "This is a single lesson from the Computing KS3 unit. Computing KS3 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-11-14"
Computing KS2: Robotic cars
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Computing KS2: Robotic cars

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Computing KS2: Robotic cars is the first lesson of this unit and will introduce the concept of robotic and autonomous cars. In this lesson students will be challenges to build the mBot and get it moving with the remote control. Students will discuss what cities in the future will look like and think about the role that robots and autonomous vehicles will play. This is the first lesson from the Computing KS2 unit. Computing KS2 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-7-11
Computing KS2: Mapping and robotic cars
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Computing KS2: Mapping and robotic cars

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Computing KS2: Mapping and robotic cars will teach students about obstacles and sensors. Students will discuss the risks that a smart city presents, focusing on the challenges that an autonomous vehicle faces while navigating in the real world. They will then learn about the ultrasonic sensor on board the mBot and how to use it to avoid obstacles. Finally, they will think about how driving speed can influence a vehicle’s ability to react to obstacles. This is a lesson from the Computing KS2 unit. Computing KS2 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-7-11
Computing KS2: Controlling cars with code
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Computing KS2: Controlling cars with code

(0)
Computing KS2: Controlling cars with code gets the students to firstly think about and discuss how programming a car compares to programming a standard computer. Following this, students will work in groups to programme the robot to drive in different shapes around the classroom. This is a lesson from the Computing KS2 unit. Computing KS2 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-7-11
Computing KS2: Obstacles and sensors
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Computing KS2: Obstacles and sensors

(0)
Computing KS2: Obstacles and sensors, in this lesson students will learn about the challenges autonomous vehicles will face whilst navigating the real world. They will learn about the ultrasonic sensor on board the mBot and how to use it to avoid obstacles. Finally, they will think about how driving speed can influence a vehicle’s ability to react to obstacles. This is a lesson from the Computing KS2 unit. Computing KS2 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-7-11
Computing KS2: Overcoming failures
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Computing KS2: Overcoming failures

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Computing KS2: Overcoming failures give students the opportunity to consolidate the learning from the first five lessons, revisit any shaky territory and experiment with combinations of inputs, outputs and different ways of coding the mBot. Students will look at some of the ways in which technology has failed in the past, and how engineers have worked to overcome those problems. They will look back over the hardware and software they have been using in the past five lessons and combine these skills to complete challenges. This is a lesson from the Computing KS2 unit. Computing KS2 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-7-11
Computing KS2: Design our smart city pt.1
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Computing KS2: Design our smart city pt.1

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Computing KS2: Design our smart city pt 1 is the first part of a Design Thinking Workshop in which students will use personas to empathise with different types of people. Student will then use these insights to brainstorm ways that robots and autonomous vehicles can improve lives or solve problems. This workshop can be delivered as three one-hour sessions or combined as a half day activity. This is a lesson from the Computing KS2 unit. Computing KS2 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-7-11
Computing KS2: Design our smart city pt.3
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Computing KS2: Design our smart city pt.3

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Computing: Design our smart city pt.3 is part three of the Design Thinking Workshop. In this lesson students discuss different ways of sharing ideas then create articles, posters, videos, photo galleries or reports to persuade their audience that their prototypes are worth taking forward. Each group will present their prototypes and demonstrate their ideas in action using the mBot as part of a working display. This is a lesson from the Computing KS2 unit. Computing KS2 is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges. Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities. All lesson resources are found here: https://encounteredu.com/teachers/units/code-smart-7-11