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Three simple projects to learn about the importance of being active to help prevent heart disease and create wearable devices to encourage people to be more active. Design challenges for finding solutions to the Global Goals for sustainable development (SDGs).

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Two simple projects to learn about the threats faced by fish and sea turtles and how technology can help them survive and promote bio-diversity. Design challenges for finding solutions to the Global Goals for sustainable development (SDGs).

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Two simple activities exploring how technology can be used to protect biodiversity in your neighbourhood and the wider world using the BBC micro:bit. Design challenges for finding solutions to the Global Goals for sustainable development (SDGs).

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Three simple projects to learn about the importance of road safety at night and create wearable devices to help young people ‘Be Safe: Be Seen!’ Design challenges for finding solutions to the Global Goals for sustainable development (SDGs).

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Two longer, advanced projects to explore how wireless networks, smart materials and algorithms can help keep our oceans clean. Design challenges for finding solutions to the Global Goals for sustainable development (SDGs).

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Two advanced projects to explore how technology can protect plant life and increase food production. Design challenges for finding solutions to the Global Goals for sustainable development (SDGs).

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Five lessons designed for students aged 11-14 years to follow on from the ‘Computing fundamentals’ unit. Students work in teams to design and prototype their own health tech innovation.

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Gather data about energy use around you using the BBC micro:bit as a simple data logger, then process and analyse the data to make informed decisions about reducing energy usage

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Introduces the BBC micro:bit and how it is the ideal tool for teaching computational thinking and computing in a creative way. It explores the main input and output features on the micro:bit, specifically the buttons and the LED display.

Introduces design thinking as a framework to explore digital creativity in the classroom. It encourages learners to think about the challenges people experience and to develop solutions to help them.

Shows you how design thinking can help when tackling creative challenges with your learners. It uses examples aligned with the United Nation's Global Goals, to bring the content to life.

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