zip, 2.98 MB
zip, 2.98 MB

In this unit of 5-6 computing lessons aimed at KS3 Year 7 in England, students learn about ‘health tech’, the use of technology to improve health. They develop and apply their knowledge and understanding of computational thinking and real-life problem-solving by working in teams to create their own prototype health tech innovation.

Lesson sequence:

  1. Research health issues and technology
  2. Brainstorm health tech innovation ideas
  3. Innovation prototyping
  4. Prototyping & preparing presentations
    5/6. Health tech prototypes showcase (can run over two lessons)
    .

Learning objectives

  • understand and apply the fundamental principles & concepts of computer science.
  • gain practical experience of writing computer programs to solve problems.
  • evaluate and apply information technology, including new or unfamiliar technologies analytically to solve problems
  • be responsible, competent, confident and creative users of information and communication technology.
    .

Additional skills
Problem-solving, collaboration, critical thinking, creative thinking, prototyping, presenting, researching.
.

Included resources

  • Lesson plan Word doc
  • Lesson slides PowerPoint
  • Student handouts
  • Sample micro:bit code files
    .

England KS3 Computing curriculum links

  • design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
  • use logical reasoning to compare the utility of alternative algorithms for the same problem
  • use two or more programming languages, at least one of which is textual, to solve a variety of computational problems
  • make appropriate use of data structures (for example, lists, tables or arrays)
  • understand simple Boolean logic (for example, AND, OR and NOT) and some of its uses in circuits and programming
  • understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns
  • undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users
  • create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usability
Creative Commons "Sharealike"

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