Design your own electrical game
Meet Asalif in Ethiopia and find out how he turns trash into treasure. You will also design your own electrical game.
Teacher notes
This lesson links directly to the Year 6 Science unit on Electricity. It assumes that children have prior knowledge and understanding of circuits from Year 4. In the main activity, children will be designing their own electrical wire loop game. **You will need to allocate another lesson to make and evaluate their designs.** **You will need the following electrical components for the practical part of the lesson:** - wires (preferably with crocodile clips), - batteries, - battery packs - buzzers, - copper wire, - wire cutters, - pliers. You will also need: - card, - 3D shapes and nets (optional) - blu-tack. **Lyfta core themes**: Learning and Growth, Technology and Engineering. **Lyfta core skills and values**: Adaptability and Flexibility, Collaboration & teamwork, Creativity & innovation, Design Thinking, Growth Mindset, Practical Life Skills, Lifelong Learning, Resilience & perseverance, Resourcefulness & learning from failure, Self-motivation, Self-efficacy, Self-motivation, Taking initiative, Trouble-shooting and problem-solving, **SDGs: ** 3, 4 and 7. **National Curriculum Objectives:** KS2 (year 6) Science: - associate the brightness of a lamp or the volume of a buzzer with the number and voltage of cells used in the circuit - compare and give reasons for variations in how components function, including the brightness of bulbs, the loudness of buzzers and the on/off position of switches - use recognised symbols when representing a simple circuit in a diagram KS2 Design Technology: Design: - use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at particular individuals or groups - generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes. Make: - select from and use a wider range of tools and equipment to perform practical tasks. Evaluate: - evaluate their ideas and products against their own design criteria and consider the views of others to improve their work - understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors.
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