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Lesson 2: Programming a navigation tool

Programming a navigation tool which combines various functions to produce a multifunctional device for trekkers.
Lady admiring the view from a raised rock in the wilderness

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Learning objective

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Before the lesson

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Lesson plan

1. Recap and recall

Explain that the children will play a game to help recall key vocabulary from the unit. Let them know that the winner is the first pair to get three symbols in a row (vertically, horizontally or diagonally).

Display the Presentation: Noughts and crosses and arrange the class into pairs. Hand each pair a whiteboard and a pen. Ask them to draw a three-by-three grid and choose nine words from the list on the slide, writing one word in each box.

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Created by:
2017 01 12 07.34.25 1 scaled 1
Rebecca Walsh Design and technology specialist

Rebecca is a passionate Design and technology specialist. Rebecca has previously taught across all of the D&T curriculum strands, including STEM clubs and extra-curricular activities such as RAF Project X, to Keystages 1-4 and SEND classes. Rebecca believes in providing children with real-world scenarios and knowledge to inspire and instil an appreciation and love for product design.  Alongside her pedagogical background, Rebecca also holds a professional degree in Graphic design, with particular interests in illustration and communication.
Rebecca has created a range of units, including our Digital world series.

 

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Maintained by: Kapow Primary teamLast update: 27 March 2026

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