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Science and technology

Science

Science and technology

An AR classroom game for Grade 6. Learners can aim with their hands at the camera or play by tapping the screen.

This set has 6 questions in an interactive multiple choice activity.

A look before you play

Sample questions

A few real prompts from the game to help you choose an activity for your class.

  1. What is technology?

    • using knowledge to solve problems
    • machines only
    • computers only
    Read the explanation

    Technology is using knowledge to build things or methods that solve problems.

  2. Where does the engineering design process begin?

    • test first
    • define the problem
    • build something straight away
    Read the explanation

    You have to state the problem clearly before you can design a solution.

  3. Why test what you have designed?

    • to hand the work in before classmates
    • to make the piece look nicer to buy
    • to see if it really works or needs improving
    Read the explanation

    Testing shows whether it really solves the problem, and what needs improving.

Before you play

Game teaching guide

What children will practise

Understanding technology: what it is, the first step of engineering design, why prototypes are tested, how technology can do harm, staying safe online, and what robots do for people. The set spans several technology topics, so it is not tied to any single indicator; use it to open a design-and-technology unit.

What's in the worksheet

6 questions, multiple choice with three options each - Technology is using knowledge to solve problems (distractors: machines only, computers only) - Engineering design starts by defining the problem; we test to see if it works or needs improving - Safe internet use: keep personal details private and check facts - Robots do repetitive and dangerous jobs for people

How to use it in class

Use it at the start of a design-and-technology unit, before a build project, about 5 minutes in teams. After question 1, have each team give a non-machine technology, such as chopsticks or a water tank. Question 5 opens a talk about passwords and not sharing unchecked news. After questions 2 and 3, plan the class project's real steps along the design process. You can link it to a class and record it in the gradebook.

Common sticking points

- Question 1: choosing computers only, since technology usually means digital devices in daily talk. Give folk technology such as a bamboo fish trap. - Question 5: choosing share passwords only with close friends, trusting best friends. Stress that passwords are never shared. - Question 6: choosing think and decide everything, from robots in films.

Science and technology — AR game for Grade 6 | Krufahda