top of page

PUSH ME, PULL ME

 

This project focusses on the design & technologies Year 2 content descriptor ACTDEK002 "Explore how technologies use forces to create movement in products" and is also supported by  the descriptor ACTDEP009 "Sequence steps for making designed solutions and working collaboratively" (ACARA, 2016).

          The learning is achieved through a rotational set of activities that require the students to solve movement problems through designing simple devices to apply a push or pull force on an object. An example is removing a peg from a line without using your hand directly on the peg, instead using available resources to create something that can impart a push or pull force to achieve the goal.  The twist is they then need to solve the problem again using the opposite force.

              Follow the link below to open the lesson outline and potential solutions for this sequence, and above all- ENJOY!

​

​

​

​

References

​

Australian Curriculum, Assessment and Reporting Authority (2016). Design and Technologies. Retrieved  March 5, 2016, from http://www.australiancurriculum.edu.au/technologies/design-and-technologies/curriculum/f-10?layout=1

​

bottom of page