Hero image

Encounter Edu's Shop

Average Rating4.62
(based on 127 reviews)

Encounter Edu is where learning meets the world with a host of free STEM and global learning resources across the curriculum.

258Uploads

249k+Views

671k+Downloads

Encounter Edu is where learning meets the world with a host of free STEM and global learning resources across the curriculum.
Coral Oceans: KS3: Underwater ecosystems
EncounterEduEncounterEdu

Coral Oceans: KS3: Underwater ecosystems

(0)
Throughout this lesson students explore underwater habitats and begin to understand the importance of the XL Catlin Seaview Survey. Students consider why exploration of this kind can be challenging for humans and learn dive signs so they can communicate on their virtual dive. During the virtual dive students use 360 virtual reality to explore this dynamic environment, identifying some of the species that live there. Students go on to classify these species and record the findings of their first dive. This is a single lesson from the Coral Oceans Science KS3 unit. The lesson plans and accompanying activities are designed to introduce classes to what it is like to be an ocean explorer. Each lesson is designed around a ‘dive’ to investigate a particular science topic. These include identification, classification, food webs and symbiosis, adaptation and human impacts on the environment. The enquiry-based resources incorporate the scientists’ experiences and research, and enable students to explore marine life on the reef and the threats facing it. Access the other lessons in this unit on EncounterEdu here: https://encounteredu.com/teachers/units/coral-oceans-science-11-14
Coral Oceans KS2: Human impact on the reef
EncounterEduEncounterEdu

Coral Oceans KS2: Human impact on the reef

(0)
Students will consider the various impacts humans have had on the coral reef ecosystem, both positive and negative. These impacts range from long-term environmental changes caused by increased atmospheric carbon dioxide, to changes in land use in coastal areas and the impact of fertilisers on the ecosystem balance. This is a single lesson from the unit Coral Oceans 7-11. This science-based unit uses the stunning imagery and 360 media from the XL Catlin Seaview Survey and covers several of the main concepts for students studying living things at upper elementary level. The unit can be used as a standalone primer for students, using a new and exciting context of corals, clownfish and sharks, or as a comparative study to the local environment. Students work through a series of connected lessons to develop their understanding of: habitats and how they provide the basic needs of plants and animals identification, classification and the use of keys life cycles, anatomy and sexual reproduction how animals obtain their food using the idea of food chains how animals and plants are adapted to their environment human impact on the environment Access the full unit’s resources here: https://encounteredu.com/teachers/units/coral-oceans-science-7-11
Coral Oceans KS2: Adaptation on  the reef
EncounterEduEncounterEdu

Coral Oceans KS2: Adaptation on the reef

(0)
Different species have adapted to life on the coral reef in amazing and diverse ways. From sleeping in mucus bubbles, to flexible snakelike skeletons, life on the reef has had to find ingenious methods for finding food and staying alive. The reef is also host to numerous examples of symbiosis, and creatures finding food and safety in the strangest of places – whether in a shark’s mouth or by ‘vacuuming’ the sandy seabed. In this lesson, students are challenged to create the ultimate reef animal. This is a single lesson from the unit Coral Oceans 7-11. This science-based unit uses the stunning imagery and 360 media from the XL Catlin Seaview Survey and covers several of the main concepts for students studying living things at upper elementary level. The unit can be used as a standalone primer for students, using a new and exciting context of corals, clownfish and sharks, or as a comparative study to the local environment. Students work through a series of connected lessons to develop their understanding of: habitats and how they provide the basic needs of plants and animals identification, classification and the use of keys life cycles, anatomy and sexual reproduction how animals obtain their food using the idea of food chains how animals and plants are adapted to their environment human impact on the environment Access the full unit’s resources here: https://encounteredu.com/teachers/units/coral-oceans-science-7-11
Coral Oceans KS2: Coral food chains
EncounterEduEncounterEdu

Coral Oceans KS2: Coral food chains

(0)
This lesson combines science and creativity to help young people learn more about life on the coral reef and the food chains that link them together. The output for this activity is to create a mobile to hang at home or in the classroom, showing some of the main types of life that can be found on the coral reef, and how they are related through predator-prey relationships. This is a single lesson from the unit Coral Oceans 7-11. This science-based unit uses the stunning imagery and 360 media from the XL Catlin Seaview Survey and covers several of the main concepts for students studying living things at upper elementary level. The unit can be used as a standalone primer for students, using a new and exciting context of corals, clownfish and sharks, or as a comparative study to the local environment. Students work through a series of connected lessons to develop their understanding of: habitats and how they provide the basic needs of plants and animals identification, classification and the use of keys life cycles, anatomy and sexual reproduction how animals obtain their food using the idea of food chains how animals and plants are adapted to their environment human impact on the environment Access the full unit’s resources here: https://encounteredu.com/teachers/units/coral-oceans-science-7-11
Coral Oceans KS2: Coral classification
EncounterEduEncounterEdu

Coral Oceans KS2: Coral classification

(0)
This lesson introduces students to the range of life on the reef. Starting off by learning to name and identify different species, students will then sort these into different groups and start to use classification keys. This is a single lesson from the unit Coral Oceans 7-11. This science-based unit uses the stunning imagery and 360 media from the XL Catlin Seaview Survey and covers several of the main concepts for students studying living things at upper elementary level. The unit can be used as a standalone primer for students, using a new and exciting context of corals, clownfish and sharks, or as a comparative study to the local environment. Students work through a series of connected lessons to develop their understanding of: habitats and how they provide the basic needs of plants and animals identification, classification and the use of keys life cycles, anatomy and sexual reproduction how animals obtain their food using the idea of food chains how animals and plants are adapted to their environment human impact on the environment Access the full unit’s resources here: https://encounteredu.com/teachers/units/coral-oceans-science-7-11
Coral Oceans KS2: What is coral?
EncounterEduEncounterEdu

Coral Oceans KS2: What is coral?

(0)
The Great Barrier Reef stretches for over 2,300 kilometres along the eastern coast of Australia, but the creatures that have created this habitat can measure just a few millimetres across. This lesson covers the basic anatomy of the coral polyp, their life cycle and reproductive processes, and finishes with a game that shows how tropical coral polyps get their energy boost to create such amazing structures. This is a single lesson from the unit Coral Oceans 7-11. This science-based unit uses the stunning imagery and 360 media from the XL Catlin Seaview Survey and covers several of the main concepts for students studying living things at upper elementary level. The unit can be used as a standalone primer for students, using a new and exciting context of corals, clownfish and sharks, or as a comparative study to the local environment. Students work through a series of connected lessons to develop their understanding of: habitats and how they provide the basic needs of plants and animals identification, classification and the use of keys life cycles, anatomy and sexual reproduction how animals obtain their food using the idea of food chains how animals and plants are adapted to their environment human impact on the environment Access the full unit’s resources here: https://encounteredu.com/teachers/units/coral-oceans-science-7-11
Coral Oceans KS2: Coral reef building
EncounterEduEncounterEdu

Coral Oceans KS2: Coral reef building

(1)
For teachers wishing to bring a hands-on and creative element to the unit, this lesson provides the template for building a reef in your classroom and can act as the basis for future lessons. Rather than a traditional lesson, these resources describe two possible ways of making your own reef in the classroom: reef-in-a-box and a reef mural. Depending on the time, you have available, you can either use one or both of these approaches over the course of the unit. This is a single lesson from the unit Coral Oceans 7-11. This science-based unit uses the stunning imagery and 360 media from the XL Catlin Seaview Survey and covers several of the main concepts for students studying living things at upper elementary level. The unit can be used as a standalone primer for students, using a new and exciting context of corals, clownfish and sharks, or as a comparative study to the local environment. Students work through a series of connected lessons to develop their understanding of: habitats and how they provide the basic needs of plants and animals identification, classification and the use of keys life cycles, anatomy and sexual reproduction how animals obtain their food using the idea of food chains how animals and plants are adapted to their environment human impact on the environment Access the full unit’s resources here: https://encounteredu.com/teachers/units/coral-oceans-science-7-11
Coral Oceans Science KS4
EncounterEduEncounterEdu

Coral Oceans Science KS4

(0)
This full unit uses the coral reef as a case study for biodiversity and human impact topics for Science GCSE. It is a great way for students to apply learning to new contexts in preparation for exams. The unit makes use of multimedia content and science research, making it appropriate for students of all levels. Downloads include a full teacher book with student sheets and all resources for teaching, with a PowerPoint for each lesson. Lessons cover the following topics (with multimedia and further resources available from https://encounteredu.com/teachers/units/coral-oceans-science-14-16): Scales in an ecosystem and the importance of mutualism Direct human impacts on the coral reef (e.g. overfishing) Indirect human impacts on the coral reef (e.g. climate change) How scientists research the reef to identify areas in need of protection How reefs are protected and importance of habitat connectivity Decision-making exercise on coral reef protection and impact on local communities Students design their own marine protected area applying science concepts
Computing KS2: Design our smart city pt.3
EncounterEduEncounterEdu

Computing KS2: Design our smart city pt.3

(0)
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
Computing KS2: Design our smart city pt.2
EncounterEduEncounterEdu

Computing KS2: Design our smart city pt.2

(0)
Computing KS2: 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 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
EncounterEduEncounterEdu

Computing KS2: Design our smart city pt.1

(0)
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 KS2: Overcoming failures
EncounterEduEncounterEdu

Computing KS2: Overcoming failures

(0)
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: Safety and Signalling
EncounterEduEncounterEdu

Computing KS2: Safety and Signalling

(0)
Computing KS2: 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 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
EncounterEduEncounterEdu

Computing KS2: Obstacles and sensors

(0)
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: Mapping and robotic cars
EncounterEduEncounterEdu

Computing KS2: Mapping and robotic cars

(0)
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
EncounterEduEncounterEdu

Computing KS2: Controlling cars with code

(0)
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: Robotic cars
EncounterEduEncounterEdu

Computing KS2: Robotic cars

(0)
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 KS3: Design our smart city pt 3
EncounterEduEncounterEdu

Computing KS3: Design our smart city pt 3

(0)
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 KS3: Design our smart city pt 2
EncounterEduEncounterEdu

Computing KS3: Design our smart city pt 2

(0)
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 KS3: Design our smart city pt 1
EncounterEduEncounterEdu

Computing KS3: Design our smart city pt 1

(0)
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