
Grades 4–6 (P.4–P.6)
Science
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
A few real prompts from the game to help you choose an activity for your class.
Technology is using knowledge to build things or methods that solve problems.
You have to state the problem clearly before you can design a solution.
Testing shows whether it really solves the problem, and what needs improving.
Before you play
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.
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
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.
- 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.