Technology Through Time Pack

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Description

An entertaining low-tech way to introduce your students to technology through time.

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

Students are each given a card randomly, and their task is to find their match. Half of the class will have a primitive technology card, for example, a pocket watch and the rest will have complex technologies, for example, a smart watch.

Teachers can print the two category labels and stick them to a basket or bucket for sorting. When the students have found their match, they can decide between themselves whether the technology fits in the hardware or software basket.

The slides come after, and teachers can show each slide asking the question ‘What is this technologies purpose?’ This is designed to assist classroom discussion regarding the purpose of the item.

Note: This game can be adapted in an abundance of ways to meet certain learning outcomes. For example, it could be used as snap, except the students snap primitive and complex cards as a snap match. It could also be used to play memory, but the pairs are the matching technologies.

Resource Type: Activity, Games, Starter and Plenary

Digital File Type: PDF, PowerPoint.

 

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