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Design process

Occupations and Technology

Design process

An AR classroom game for Grade 4. Learners can aim with their hands at the camera or play by tapping the screen.

This set has 4 rounds in an interactive ordering activity.

Curriculum indicatorง 1.1 ป.4/2

A look before you play

Sample questions

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

  1. Put the engineering design process in order.

    • Define the problem
    • Design it and build it
    • Gather the information and the ideas
    • Test it and improve it
    Read the explanation

    Understand the problem before you design or test anything.

  2. Put the steps of testing a piece of work in order.

    • Decide whether it passed or needs work
    • Record the results
    • Set the standard for what counts as working
    • Try it in earnest
    Read the explanation

    Set the standard first, or you cannot say whether it passed.

  3. Put the steps of solving a household problem in order.

    • Carry it out and check the result
    • Choose the remedy
    • Find the cause
    • Observe the symptoms
    Read the explanation

    Observe it and find the cause before you can fix the right thing.

Before you play

Game teaching guide

What children will practise

Order systematic design and problem-solving processes: the engineering design process, testing a piece of work against criteria set first, solving a household problem, and the stages of a project.

What's in the worksheet

4 rounds, a put-in-order game with 4 steps each - Engineering design: define the problem > gather information and ideas > design and build > test and improve - Testing: set the criteria > try it for real > record results > decide pass or fix - A household problem: observe the symptoms > find the cause > choose a remedy > carry it out and check - A project: frame the question > plan > gather data > conclude and present

How to use it in class

Use before a design task such as a paper bridge or a pen holder. 8 minutes. - Play in teams, then each team uses round 1 to plan its real build - For round 2, teams write their criteria before building, e.g. the bridge must hold 10 coins - If many miss round 2, ask "If we haven't set a standard, how do we know it passed?" - Play it linked to a class and the scores go into the class gradebook.

Common sticking points

- In round 2, putting set the criteria after trying it, since children try first and judge afterwards - In round 1, designing and building before gathering information, out of eagerness to start - In round 3, swapping find the cause and observe the symptoms, which feel close; use a fan that won't spin: first see whether it gets power