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 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 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 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 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 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 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 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: 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 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 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 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, 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 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 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: 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
This is the first lesson in a full unit (Biodiversity Science GCSE Coral Reefs) using the coral reef as a new context for applying concepts of biodiversity, human impacts and conservation.
The ‘Why is coral reef biodiversity important?’ lesson covers the importance of coral reefs, the so called ‘rain forests of the sea’, to a local community in Timor-Leste. Students develop their understanding of mutualism, biodiversity and how it is useful and important to us and the Earth as a whole.
Multimedia content and other information can be found at: https://encounteredu.com/teachers/units/coral-oceans-science-14-16
This is the fourth lesson in a full unit (Biodiversity Science GCSE Coral Reefs) using the coral reef as a new context for applying concepts of biodiversity, human impacts and conservation.
The ‘Which coral reefs should we protect?’ lesson develops students knowledge and understanding of how to complete a transect, how to use this information to investigate the impact of abiotic factors on distribution and abundance of biodiversity on coral reefs.
The rest of the unit can be found here: https://encounteredu.com/teachers/units/coral-oceans-science-14-16
This is the sixth lesson in a full unit (Biodiversity Science GCSE Coral Reefs) using the coral reef as a new context for applying concepts of biodiversity, human impacts and conservation.
The ‘How are members of the community affected by MPAs?’ lesson gets students to consider the impacts of biodiversity protection methods on different groups of people by watching a series of stakeholder videos, taking the form of a stakeholder debate. They will use the information from the videos to prepare arguments for a debate for or against the proposal for a new community MPA in Com.
Multimedia content and other information can be found at: https://encounteredu.com/teachers/units/coral-oceans-science-14-16
This is the final assessment lesson in a full unit (Biodiversity Science GCSE Coral Reefs) using the coral reef as a new context for applying concepts of biodiversity, human impacts and conservation.
Students to consolidate their learning from the previous lessons by having a debate about the impacts a new MPA would have on the various stakeholders in Com. Students will evaluate the effectiveness and appropriateness of two different MPA proposals.
Multimedia content and other information can be found at: https://encounteredu.com/teachers/units/coral-oceans-science-14-16