Technology Through Time Activity Pack

Sold by: The Happiness Mission

Price range: $29.00 through $72.00 GST inclusive

Introduce your students to the evolution of technology with our engaging Technology Through Time Pack! This hands-on resource allows students to explore the leaps and bounds in information and communication technologies by comparing primitive and modern tools in a match-up game.

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Description

Introduce your students to the evolution of technology with our engaging Technology Through Time Pack! This hands-on resource allows students to explore the leaps and bounds in information and communication technologies by comparing primitive and modern tools in a match-up game.

Students can gain an understanding of how far technology has advanced through a comparison match-up game of old and new information and communication technologies.

Pack includes:

  • 34 x Technology Match and Sort Cards
  • 17-Slide PowerPoint Presentation
  • 2 x Category Technology Labels
  • Matching Technology Timeline Posters
  • Suggested Teacher Answers
  • Game Instructions

Teachers print the two category labels and stick them to a basket or bucket for sorting.

Students receive a card at random, each featuring either a primitive or a modern technology—like a pocket watch versus a smartwatch. Tasked with finding their technology counterpart, they then categorise their match as either hardware or software.

Following the game, teachers can utilise the included PowerPoint slides to spark classroom discussions by asking, “What is this technology’s purpose?” The slides serve to deepen understanding and facilitate meaningful conversations.

Note: This versatile game can be adapted to meet various learning outcomes. Whether you’re using it as a ‘snap’ game with matching primitive and modern technologies or as a memory game, the possibilities are endless.

Optimised for Digital Technologies or Technology Mandatory, this resource is a must-have for any tech-savvy educator!

 

Digital technologies / Foundation to Year 2 / Digital Technologies Processes and Production Skills

Digital Technologies- Foundation to Year 2.

  • Recognise and explore digital systems (hardware and software components) for a purpose (ACTDIK001 – Scootle )

Technology Mandatory 7–8 Syllabus 2017 – NESA

If you are teaching The Amazing Game with your students (see online course here https://tpd.edu.au/product/online-digital-technologies-the-amazing-game/ ) this game is a fun add on. After playing, students can complete the worksheet in their student workbook on pages 28-30.

This game could be played to introduce your students to different types of hardware over time. You may like to ask students to use the cards to collaboratively evaluate the suitability of their technology cards. This may contribute to:

Digital Technologies Technology Mandatory

  • evaluate the suitability of hardware with particular performance characteristics against the needs of different users, for example: (ACTDIK023)
    – high-powered systems for gaming and computation

–  energy-efficient systems for travel and productivity

–  small and light systems for health monitoring

Vendor Information

The Happiness Mission has been creating and delivering resources and Teacher PD since 2016.

Our mission is to arm teachers with effective time-saving resources and skills, so they can enjoy work-life balance. We want exceed the expectations of our teachers – because teachers go above and beyond in the classroom every day. And for that we say, thank you!