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Listed under:  Arts  >  Design
Listed under:  Technologies  >  Design
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Hologram poetry lesson

In this lesson, students are asked to present a poem as a visual illusion. They explore holograms and visual illusions, and then delve into the mechanics of poetry construction by exploring the poetry of Banjo Paterson. They write their own poem or recite a poem and create a hologram illusion of themselves reciting a poem. ...

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Engineering from farm to table lesson

In this lesson students are invited to become food and fibre engineers to research how wheat, the largest agricultural crop in Australia, gets from the farm to the table. Students take an in-depth look at the wheat industry in Australia exploring how wheat is grown, harvested, processed, utilised, and exported. Students ...

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Sphero slalom lesson

In this lesson students explore slalom sports and how competitors maximise speed when completing a course. Students research different slalom sports and then share their findings with the class. Students investigate the impact of distance and friction on time to complete a course through digital and unplugged activities. ...

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Design Thinking Process - Empathising

In this lesson students understand design thinking as a process for solving problems creatively. Students explore the design thinking process of empathising and seek to understand more about the users and the problem they are trying to solve. This particular lesson explores reducing litter through the design brief although ...

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AR Solar System with Metaverse

In this lesson, students explore our Solar System in Augmented Reality (AR). Students start by exploring a set of AR flashcards that present the Sun and Planets in our Solar System and then go on to use the Metaverse App to create their own AR solar system experience based on research.

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Agreeing to an ICT agreement

Students work together to brainstorm the dangers, problems and pitfalls in using ICT and online spaces. They collaboratively agree upon a set of protocols and rules for using technology, and develop processes and procedures to follow when using ICT.

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Create a board game that uses an Ozobot

Create a game board where the player is provided with a number of decisions. Using Scratch and Makey Makey, students add multimodal elements to the story. These elements are activated using an Ozobot.

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Design a quiz - Convicts: crime and punishment

Students design and create a simple game/quiz to demonstrate convict crimes and punishments.

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Industrial design challenge – separating materials lesson

is lesson provides a great introduction to the idea of separating mixtures and enables students to consider separation as a process that operates on macroscopic levels. Students also learn about waste management and recycling processes in Australia. The lesson provides students with an opportunity to engage in hands-on ...

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Food innovation and molecular gastronomy lesson

In this lesson, students explore connections between science, design, and technologies through the lens of food innovation and food science. Students look at interesting and unusual food products, using food textures as a jumping off point to explore the relationship between chemistry and food. Students then experiment ...

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Growing your own pizza

In this hypothetical exercise, young learners will explore what they would need to establish if they were to grow their very own pizza. The OUTCOMES of this learning activity are for children to: investigate where and how food is produced; appreciate the complexities of food manufacturing; expand their knowledge of food ...

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Home automation with AI

Home automation is all the rage. You talk to your mobile phone to control the lights, the fan, the air conditioner, or your pool pump. But how does it work? In this lesson, we explore the AI that could power a home automation system.

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Beeswax wrap project

This project creates opportunities for students to design, create, market and sell a plastic wrap alternative, and to work with a local business or community group that supplies some materials. This lesson was devised by Trudy Ward, Clarendon Vale Primary School, Tasmania.

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Seven seasons

In this lesson sequence students investigate the CSIRO indigenous seasons calendars and produce a searchable database that will capture data using two data sources.

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Check out the checkout

This sequence of lessons explores how to incorporate user input, decision-making and loops in programming using the context of a shopping experience, particularly the checkout. It combines data in the form of a barcode and programming choices.

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Cross age making a robot

This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.

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Sphero young inventors

In this lesson students will explore the use of Sphero in the everyday world by adding accessories to invent solutions to workplace or other problems or simply by inventing an adaptation to the device. In each case, they are to build the accessory and create the code required for the device to serve a particular purpose. ...

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Take a LEGO building challenge

In pairs, explore giving and following a sequence of steps and decisions to build a LEGO® toy.

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Drone search lesson

This lesson plan introduces students to the practice and applications of using drones to take aerial photographs. Students learn safety procedures regarding the use of drones then capture images of simulated disaster areas. Students observe the use of drones in science and technology-based endeavours and suggest new applications ...

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Green packaging lesson

This lesson plan engages students in finding ways to reduce plastic waste in food packaging. Students investigate problems created by plastic waste then observe ways these issues are being addressed. They design new packaging for food items that currently produce excessive waste then test their designs objectively. The ...