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Computing · Year 1

Active learning ideas

Spotting Technology Around Us

Active learning works because it transforms abstract ideas like 'technology' into tangible experiences. Year 1 students build understanding through movement, discussion, and role play, which helps them connect classroom ideas to their everyday lives.

National Curriculum Attainment TargetsKS1: Computing - Technology Beyond SchoolKS1: Computing - Computer Systems
15–30 minPairs → Whole Class3 activities

Activity 01

Inquiry Circle30 min · Small Groups

Inquiry Circle: The Tech Safari

Armed with clipboards or tablets, small groups walk around the school to find and photograph five things that use electricity or have buttons. They must guess what each thing does for the school.

Can you point to something in this picture that is technology and something that is not?

Facilitation TipDuring the Tech Safari, walk behind groups to overhear their conversations and gently guide them with open-ended questions like 'What makes you think that light is technology?'

What to look forAfter the 'tech safari', gather students and show them a picture containing various objects. Ask: 'Point to something that is technology. How do you know it's technology? Now point to something that is not technology. Why isn't it technology?'

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Activity 02

Think-Pair-Share15 min · Pairs

Think-Pair-Share: Is it Tech?

The teacher shows images of a pencil, a toaster, a rock, and a laptop. Students discuss with a partner which ones are 'technology' and why, focusing on the idea that tech is 'made to help us'.

What would happen if the microwave in the kitchen stopped working?

Facilitation TipIn the Think-Pair-Share activity, sit with pairs to model how to ask follow-up questions that push thinking deeper.

What to look forProvide students with a worksheet showing pictures of common school items. Ask them to circle all the items that are technology and draw a line from each circled item to a box where they can draw or write what the item does.

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Activity 03

Role Play20 min · Small Groups

Role Play: A Day Without Tech

Students act out a simple scene, like making breakfast or coming to school, but they aren't allowed to use any technology. They then discuss what was harder and why we use those tools in the first place.

How do computers and tablets help teachers and students in the classroom?

Facilitation TipPrepare props like a toy microwave or traffic cone for the role play so students can act out scenarios without distractions.

What to look forGive each student a sticky note. Ask them to write down one piece of technology they saw today and one thing it helps people do. Collect these as they leave the classroom.

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A few notes on teaching this unit

Teachers should start with familiar objects students see daily but rarely label as technology. Avoid overwhelming them with screens early. Begin with simple tools like a door handle or a thermometer, then gradually introduce more complex devices. Research shows that concrete examples build stronger mental models than abstract definitions alone.

Success looks like students confidently identifying everyday objects as technology and explaining how each one solves a problem or helps people. They should describe functions clearly and distinguish technology from non-technology items with examples.


Watch Out for These Misconceptions

  • During the Tech Safari, watch for students pointing only to devices with screens or buttons.

    Bring a manual can opener or a light switch from your classroom. Ask students to explain how each solves a problem without a screen, then add these to their safari checklist.

  • During the Think-Pair-Share activity, listen for students saying technology is only for fun or games.

    Use the school office or kitchen as an example. Have students list three tasks those spaces complete and identify the technology used, like a printer or fridge.


Methods used in this brief