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This project concentrates on the design and manufacture of lighting using simple electronics but with complex and functional part modelling. Students apply the tools in Autodesk Inventor to the challenging task of creating a virtual lamp design in parts, before manufacturing the product. Students will spend time...

The project provides a lesson structure for the design and manufacture of an MP3 amplifier. The resources uses a sketching and computer aided design (CAD), alongside laser cutting and 3D printing processes. Students will apply the tools in Autodesk Inventor and 123D Make to create the MP3 parts, before...

This activity involves generating creative design ideas for a building, drawing the final design idea using CAD software, and 3D printing a model of the building. The software used for the CAD activity, ‘Onshape’, is the free and widely used. However, this could easily be substituted for any other 3D CAD...

Design for a better world is a design challenge for students aged 11-14 years. It offers students the opportunity to:

  • Learn about the global goals for sustainable development.
  • Access a range of global contexts including water and sanitation, food security and climate action in which to...

This project looks at the animation of a character created in Project Pinocchio. Students use the tools in Autodesk Maya to create a 10 – 15 second dance routine for the character. Students are introduced to some basic navigation around Autodesk Maya before learning how to pose their characters using a HumanIK...

This is a problem solving lesson, designed to help you assess how well students are able to:

  • Select appropriate mathematical methods to use for an unstructured problem
  • Interpret a problem situation, identifying constraints and variables and specify assumptions.
  • Work with 2- and 3-...

In this activity, pupils 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. 

Pupils will consider the use of different search...

Inspired by the Born to Engineer video from Mathew Holloway, this resource uses the Crumble controller, setting students a design challenge that sees them create their own umbilical controlled buggy that can navigate small spaces. Although specific to the Crumble controller, this resource could be used as a design...

Trainers are one of the most commonly worn shoes in our culture. They provide comfortable support for our feet as we go about our active lives. The design of trainers (and all athletic shoes) is based on how they will be used and is an example of bioengineering.

This activity introduces the concept...

This is a problem solving lesson that is designed to help students to:

  • Understand the connection between relative frequency and probability
  • Gain experience of designing and carrying out a probability experiment
  • Calculate a theoretical probability for a practical scenario
...

In this resource students are given a quadrilateral with one angle of 60 degrees and varying side lengths- with two of the sides of equal length. The challenge is to calculate the lengths of the diagonals.

Each student worksheet contains a different quadrilateral, but the solutions all have something in...

In this resource, learners will investigate a decade counter circuit. They will then compare the operation of this to their programmable counter. 

This activity, suitable for a cross-STEM project day or series of lessons, focuses on how information can be provided to travellers on the London Underground. Students are asked to consider user needs – what information would they need to see, and how might their requirements be communicated? A deep understanding...

When teachers are introduced to ideas from research, they seek to make sense of the findings they are presented with by reflecting on their own practice and how they anticipate the research findings may or may not fit with the ways they view teaching, learning and assessment. 

Author: Chris Harrison

In this starter activity, students consider how users might react to the pure water product. They work on developing a ‘marketing and branding’ campaign for Pure Water. The objective is to engage the local community in the project in a positive way, providing a ‘feel...

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