Electric current

Induction
Students consider what the effects of a solar storm might be on power lines and discuss possible back up electricity supplies and how current can be maximised.£3.98 
Watcher Sequence
Students have enrolled in a school like Hogwarts, where they experience ‘adventures’, which they learn to cope with through what they learn in their ‘electromancy’ lessons.
Availability: In stock
SKU Product Name Price Qty 7081 Welcome £3.987082 Current problem £3.987083 Resistance £3.987084 Found out £3.98 
Welcome
Students have enrolled in a school like Hogwarts, where they experience adventures which they learn to cope with through what they learn in their electromancy lessons.
£3.98 
Current problem
Students are introduced to current. By investigating setting up their own circuits and measuring current using ammeters they will see that current is not ‘used up’ as it flows round a circuit.£3.98

Resistance
In this activity the students use a variety of thinking models, including the elevator model, to describe how the current works and then apply the models to explain resistance.£3.98 
Found out
Students of Galvan Academy have mastered an understanding of current. They can now complete the task set for them of developing an alarm system to protect their kit from the renegade student.
£3.98 
Watcher Quiz
The quiz is designed to accompany the teaching sequence Watcher. It contains 30 questions to cover the Big Idea of 'electric current'. There is a mark scheme included. The quiz can be used to give APP/English National Curriculum Levels. It can be used formatively during a teaching sequence, or summatively at the end. This assessment is differentiated into two separate quizzes, one easier and one more difficult.£4.99 
Watcher Problems
This problem is an assessment in context which asks the students to write more extended answers to test their ability to apply knowledge about the Big Idea of 'electric current'.£4.99

Seeker Sequence
Students have a visitor who has had to flee her homeland. A wicked electromancer has taken control in her country and she cannot understand how he is using a magical power that acts strongly on metal objects.
Availability: In stock
SKU Product Name Price Qty 7085 Aimant £3.987086 Spells £3.987087 Domain £3.98 
Aimant
Students have a visitor who has had to flee her homeland. A wicked electromancer has taken control in her country and she cannot understand how he is using a magical power that acts strongly on metal objects.
£3.98 
Spells
Students have identified the mystery force as magnetism. They will now investigate spells’(or techniques) that will enable them to control it.
£3.98 
Domain
In this activity the students are introduced to the domain theory and apply it in a level assessed task.£3.98

Seeker Quiz
The quiz is designed to accompany the teaching sequence Seeker. It contains 22 questions to cover the Big Idea of 'magnetism'. There is a mark scheme included. The quiz can be used to give APP/English National Curriculum Levels. It can be used formatively during a teaching sequence, or summatively at the end. This assessment is differentiated into two separate quizzes, one easier and one more difficult.£4.99 
Weaver Sequence
In this sequence the students are trapped in a cell that latches shut behind them. They must construct an electromagnet just strong enough to lift the latch so they can escape.Availability: In stock
SKU Product Name Price Qty 7088 Trapped £3.987089 Build a plan £3.98 
Trapped
The students have become locked in a cell and only have some old books and a pile of dusty equipment to aid their escape. Can they use the power of electromagnetism to help them escape?£3.98 
Build a plan
Students use planning and hypothesising skills to write plans in order to investigate how different variables affect the strength of an electromagnet before working out the minimum current needed to lift a latch to a locked cell.£3.98

Weaver Problems
This problem is an assessment in context which asks the students to write more extended answers to test their ability to apply knowledge about the Big Ideas of 'hypothesiser' and 'planner'.£4.99 
Knower Sequence
In this sequence the students are set the challenge of competing in the EGG cup. There are three games: the Twitch, using static electricity; the Juice, making a fruit and metal strip battery; and the Magic Light, making a wire glow as brightly as possible.Availability: In stock
SKU Product Name Price Qty 7090 Charge £3.987091 Twitch £3.987092 Juice £3.987093 Magic light £3.98 
Charge
Students carry out a range of investigations looking at how sparks are made and measuring voltage in series and parallel circuits.£3.98 
Twitch
Students learn to make objects twitch, move and deflect by using static electricity.
£3.98

Juice
Students take on a competitive challenge: to produce the most effective electric cell they can, using the energy in a piece of fruit combined with some metals.£3.98 
Magic light
The students carry out an adapted form of a fuses investigation where they increase the current through a wire to get it to glow and light up.£3.98 
Knower Quiz
The quiz is designed to accompany the teaching sequence Knower. It contains 23 questions to cover the Big Idea of 'voltage'. There is a mark scheme included. The quiz can be used to give APP/English National Curriculum Levels. It can be used formatively during a teaching sequence, or summatively at the end. This assessment is differentiated into two separate quizzes, one easier and one more difficult.£4.99