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Make a sensor to test a waterlogged sports pitch
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
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
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
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
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
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
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)
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)
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
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
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
Create a podcast for a sporting event
Making a podcast for a sporting event at school
Sports podcasts are the best place for post-match analysis, sharing opinions and interviews. It’s a great opportunity to reflect on the sporting event and provide some new insights.
In this fun STEM activity, students will be able to create their own podcast for a sporting event.
This activity introduces the concept of writing to a plan, creating a list of topics and considering how we present ourselves. The main activity involves making a running order and script for a podcast and then recording it. It could be used as a main lesson activity, to introduce the concept of media or to teach learners about how the podcasts they listen to are created.
Download the activity sheets for free!
And please do share your learning highlights and final creations with us on social media @IETeducation
Make international flag biscuits
Create biscuits in national flag colours to celebrate an international sporting event
Combine science, maths and design skills to celebrate the different nations taking part in international sporing events such as the Football World Cup and the Olympics. This fun STEM activity focusses on making and decorating biscuits with flags from the different nations.
Students will consider the colours and shapes used in different national flags. They will then make and use icing to colour their biscuits in national flag colours from each teams.
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 as a classroom lesson plan and PowerPoint presentation.
And please do share your learning highlights and final creations with us on social media @IETeducation
Prosthetics imitating the human body
Explore the body parts that can be replaced with prosthetic devices
With the constant advancement in materials and prosthetic technology, this engineering activity for kids explores different materials and their suitability in the use of prosthetics for different body parts. Students will gather data on different materials to create a presentation that can be used to discuss new materials and the part that they play in the development of prosthetic devices.
This free STEM resource is aimed at secondary school students. Students will be encouraged to think about how technology is changing our society.
This lesson can be introduced by talking about skeletons. An anatomical skeleton can be used as a prop.
Do you know what can be done when joints wear out in our skeletons?
Students will be divided into teams and asked to come up with a list of body parts that can be replaced with prosthetic devices.
Each team will explain their results to the rest of the class. Students can vote for the device they think is most likely to be made in the future.
This activity will take roughly 15 minutes to complete.
The engineering context
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 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.
The resources within this, and the related activities, encourage students to investigate the properties of smart materials and carry out some data manipulation. Students will also explore the possible moral and ethical issues associated with people potentially choosing to replace healthy body parts with artificial prostheses because they offer higher performance.
Suggested learning outcome
By the end of this activity students will be able to explain what joints are and how they work. They will also be able to suggest links between modern technology and health.
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
Presenting fitness data
Learn how to graphically represent a range of fitness levels
This engineering activity provides students with the opportunity to collect and present data and think about different presentation techniques.
The data collected will be used as evidence to debate whether people should be encouraged to engage in computer-based sports activities.
Do computer “anytime fitness” games really have the same benefits as more traditional fitness activities? Through this activity, students will be able to use their data to start answering this question.
This free resource is aimed at secondary school students. It was designed as a mathematics activity and should be preceded by the ‘Wii Fitness?’ activity.
Activity introduction
In this engaging STEM task students will use the data gathered during an investigation to contextualise frequency curves.
The ‘Can using a Games Console Make You Fitter?’ worksheet used in the corresponding ‘Wii Fitness?’ activity generates cumulative data on pulse rates and levels of fitness. Actual collection of data could easily be carried out a Mathematics teacher – no specialist equipment is required.
These can be prepared in advance based on datasets prepared by the teacher or teachers could use data from different classes, year groups or gender groups to allow a comparison.
Working in groups of 4-6, students should be given this data. Each team should decide how to group this data and then draw a cumulative frequency graph. From this, they should identify the median and quartiles and use this information to draw a box plot.
This activity will take approximately 30 minutes.
What you will need
Projector
Whiteboard
The engineering context
The ‘Who’s the winner’ scheme of work provides students with an opportunity to collect data which they can use as evidence to debate whether people should be encouraged to engage in computer-based sport activities. The investigation highlights how difficult it is to control all variables and therefore carry out a fair test. The students’ evaluation of the investigation will allow them the chance to question the validity of the data, question the size of the Data set used and question the time span data needs to be collected over before it can be used to confirm a claim.
Suggested learning outcomes
By the end of this activity learners will be able to plot cumulative frequency diagrams.
Download the activity sheets 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 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
Smart cycle - DIY Challenge Day
In this fun STEM activity for secondary school students, learners are challenged to design and create a prototype Smart Beacon which will be used to communicate information to cyclists. When used, together with other Beacons, along a route, cyclists will be able to identify a safe cycling route which they can use.
The Beacon must contain electronic components to allow it to communicate information to cyclists. This may be done by reacting to external conditions e.g., light or temperature and then sending a signal to the cyclists who pass it on their route.
The aim of this challenge is to introduce students to technology which engineers use and will be using in the future. This challenge will work best if you have access to 3D printers at your school or a local venue. The use of 3D printers can be substituted for making prototypes out of cardboard, as many conceptual designs are created by engineers. However, running this challenge could be a great opportunity to make links with a local university, college or industry.
Designed for six teams of six students (36 students in total) aged 12 – 13 years (year 8, and equivalent), this fun challenge encourages the development of students’ problem solving, team working and communication skills. This activity can be tailored to the needs of your school and your students by adapting the PowerPoint presentation and the editable student booklet.
What’s included?
The complete set of downloadable materials includes:
Teachers pack
A list of the practical materials needed, presenters’ notes highlighting key areas and reinforcing key themes throughout the day, some handy hints on how to deliver the day . . . plus printable Faradays currency and student certificates.
Student booklet
Available an editable MSWord document to allow the booklet to be adapted to meets the needs of your students and your school.
Introductory PowerPoint presentation
A step-by-step guide for your students throughout the day, with supporting notes for the delivery of the presentation.
Film clips and sound effects
The engineering context
More and more people are taking to cycling for competition, personal transport and leisure. The benefits of cycling are obvious; it is enjoyable, cost effective, improves fitness and is a sustainable way to travel.
IET Faraday® DIY Challenge Day
We have provided a set of printable resources and guidelines notes giving teachers and technicians the basic ingredients to run their very own Faraday Challenge Day. This cross-curricular activity day brings science, design and technology, engineering and maths (STEM) together in an engaging way.
Download all documents for free!
All online resources (including film clips!) are free to download, and the student booklet and PowerPoint presentation are fully editable, so you can tailor them to your students’ and your schools’ needs.
Please share your classroom learning highlights with us @IETeducation
Design a football pitch
Designing a football arena for the moon
In this activity learners will make use of the theme of football on the moon to design a future football stadium for playing the game on the moon. They will think about the main design considerations and requirements for the stadium. They will then learn how to draw a football pitch step by step and produce annotated sketches of their idea.
This is one of a series of resources that are designed to allow learners to use the theme of football on the moon to develop their knowledge and skills in Design & Technology, Graphic Design and Engineering. This resource focusses on learners designing a stadium for playing football on the moon.
The teacher will introduce the theme of playing football on the moon, before introducing and discussing the design brief with learners. Learners will then have time to research and design their stadia for playing football on the moon.
This activity can be simplified (particularly for less able students) by providing partially completed arena designs for weaker learners to add to and improve and/or providing card or paper cut outs of different arena elements that they could assemble to produce a finished design.
As an extension learners can introduce vector illustration to their design or make a card scale model of the stadium and/or design a stadium for playing other sports on the moon, such as athletics, rugby, cricket or netball. How would the requirements of these differ from football?
This activity is designed to take between 50-70 minutes.
Tools/resources required
Pens or pencils
Coloured pencils
Rulers
Paper
Computer and internet for research
The engineering context
Travelling and potentially living on the moon presents all sorts of challenges for engineers to overcome. For example, how will we breathe, how will we cope with much lower gravity, how will we play sports and keep fit, how will we develop the facilities to live happy, healthy and fulfilling lives?
Suggested learning outcomes
By the end of this free resource students will be able to understand the main considerations when designing sports stadia; design a stadium for playing football on the moon; and present design ideas as annotated sketches.
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.
Build your own football team
Select your own football team based on data and strategy
In this engaging activity for kids, students will use their math skills to build their own football team. Fantasy football games and football cards are great ways to get involved with football, follow players and enjoy the game even when the match is over. These activities explore the maths of fantasy football and football cards.
The purpose of this activity is to compare numbers and measures, add totals and find differences within the context of exploring the ways that footballers can be compared. The resource includes three different activities that allow students to consider who they want in their team, use stats to select players, and turn their team into Top Trump cards.
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 as either a classroom lesson plan or PowerPoint presentation
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.
Create a foldable football goal
Designing and making a foldable goal that could be transported to and used in Lunar football matches
In this activity learners will make use of the theme of football on the moon to design and make a model of a foldable goal for use in a Lunar league football game. They will consider the issues with playing football on the moon and transporting equipment to it. They will then design and make a model of a goal that could be folded into a tube for transport, then opened up and used.
This is one of a series of resources that are designed to allow learners to use the theme of football on the moon to develop their knowledge and skills in Design & Technology and Engineering. This resource focusses on learners designing and making a model of a foldable goal that could be transported to, and then used for a game of football on the moon.
The teacher will introduce the theme of playing football on the moon and the challenges that would be faced when doing this, before explaining the design brief and task ahead to design, make and test a model goal.
This activity can be simplified (particularly for less able students) by providing templates for the shape of the goals and/or pre-cutting the straws and string into required sizes.
As an extension students could organise a Lunar Football League with other groups in the school; design and make a model of a space rocket to get your goals to the moon and/or design foldable equipment for other sports, such as Rugby goals or a cricket sightscreen.
This activity is designed to take between 60-100 minutes.
Tools/resources required
Paper straws
Scissors
String (or wool)
Ruler
Pencils
A bamboo skewer or similar thin rod
Sticky tape
A cardboard tube (E.g. the inside of a cling-film/tin foil roll)
A small ball, such as a table tennis ball
The engineering context
Travelling and potentially living on the moon presents all sorts of challenges for engineers to overcome. For example, how will we breathe, how will we cope with much lower gravity, how will we play sports and keep fit?
Suggested learning outcomes
By the end of this free resource students will be able to understand the challenges of living and playing football on the moon; design and make a model of a foldable goal; and understand the function of different shapes of structure.
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 and create a pewter cast medal
In this fun activity, students will be designing and making a pewter cast medal for a sporting event, such as the Olympics or Football World Cup.
We introduce the concept of CAD design, pewter casting and how this can be used to create something for a major event.
Metal casting is a manufacturing process that involves pouring molten metal into a mould to create a 3D metal part. The mould contains a hollow cavity of a desired geometrical shape, and the molten metal is allowed to cool down to form a solidified part. The term ‘casting’ also refers to the part made by the casting process, which dates back 6000 years. Students will look at designing the medal, casting the pewter and fettling, and finish the medal.
Download the activity sheets for free!
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