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Showing 1715 results
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 resource provides students with a range of consumer or user profiles that can be used for research and creating project briefs. There are 12 profiles with a range of characteristics, for example: age or gender.
This resources provides a homework choice board for students of design and technology. It suggests a number of homework challenges, differentiated into three areas: junior designer, senior designer or creative director. Homework tasks are varied and could be used to compliment exam revision.
This mock exam tests student understanding of the ethics involved in being a designer. Questions look at sustainability, life cycle analysis and the impact of design on society.
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...
In this activity, students take the role of a graphic designer. Their task is to create a mascot for a new primary school. Students use a web-based digital drawing tool package to draw their design. Students are encouraged to work both individually and in small groups...
Designers must consider how people will interact with their products and systems. The use of ergonomics and anthropometric data allows them to make sure their products are comfortable and efficient to use.
This resource focusses on how ergonomics and anthropometric data can be used to design a product.
Designing the Future from Siemens is a set of activities which help students to discover the manufacturing process and how digitalisation is making factories smarter.
This resource includes an online interactive game which allows pupils to explore a smart factory highlighting the different areas in the...
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...
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...
This booklet contains a number of case studies of lessons that emphasise working with what students already know and working from concrete ideas to the abstract. Each case study explains the task, contains examples of students’ work and explains how the lesson was followed up. [b]The function game[/b] is one way in...
In this resource from the DfE Standards Unit, students will learn to: use past examination papers creatively, explore, identify, and use pattern and symmetry in algebraic
contexts, investigate whether a particular case can be generalised further, understand the importance of counter-examples, develop the...
This activity requires students to generate patterns created by the subtraction of integers. Students are asked to record their findings and to explore whether they are able to work backwards.
The resource includes a hand out and a blank grid which can be duplicated for student use. The teachers' notes...
This SATIS Revisited resource is a structured group discussion activity, which looks at the use and abuse of drugs to enhance sporting performance.
The unit provides a rationale for teaching about ethical issues in science for students age 14–16. The aim is to introduce the idea that the discussion of...