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Lego Design Thinking

Technology • Year 3 • 60 • 25 students • Created with AI following Aligned with Australian Curriculum (F-10)

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Technology
Year 3
60
25 students
6 July 2026

Teaching Instructions

Create a detailed lesson plan for Year 3 gifted learners on Lesson 1: Introduction & Brainstorming using Lego STEM Prime kits and the design thinking process. Include learning objectives, success criteria, materials needed, activities, assessment, and extension activities.

Overview

In this 60-minute Technology lesson, students use LEGO STEM Prime kits to explore a design challenge, co-create a user story, and brainstorm multiple design ideas using a simple design-thinking process. They communicate and compare ideas with peers, focusing on meeting user needs.

Learning intentions

Students will:

  • define a problem using design criteria by co-creating a user story about a real need
  • brainstorm several possible designs for a solution using LEGO STEM Prime parts
  • communicate and compare design ideas using age-appropriate technical language and sketches

Success criteria

Students can:

  • create a user story that clearly states the user, need, and purpose
  • generate at least 3 different design ideas (sketches and/or labelled descriptions)
  • explain how each idea meets the user story, and compare ideas with peers respectfully

Curriculum links

  • Digital Technologies: generate, communicate and compare designs
  • Digital Technologies: define problems with given design criteria and by co-creating user stories
  • Design and Technologies (integrated): use appropriate graphical representation techniques to communicate design decisions

Lesson structure (60 minutes)

  1. 0–5 min · Hook with a need
  • Teacher shows a short “classroom problem” scenario (e.g., “Our classroom plants need easier water access” or “Students can’t find the recycling bin easily”).
  • Students turn-and-talk: identify who is affected and what would make it better.
  1. 5–15 min · Co-create the user story (problem definition)
  • Teacher guides discussion using a template: “A ___ wants/needs ___ so that ___.”
  • Students, in table groups, draft their user story; teacher records class version on the board.
  • Quick check: teacher asks, “What design criteria do we need to follow?” (given constraints such as time, materials, safety, and function).
  1. 15–25 min · Design thinking quick model
  • Teacher introduces three simple design-thinking steps: Understand (user story) → Imagine (ideas) → Improve (compare and choose).
  • Teacher models one example idea using a thumbnail sketch with 2–3 labelled parts/functions (e.g., “wheels” for movement, “lever” for pushing, “sensor” if kit supports it).
  • Students choose an idea direction: “We will focus on moving / collecting / protecting / communicating” (teacher provides options aligned to the kit capabilities).
  1. 25–40 min · Generate design ideas with LEGO STEM Prime
  • Teacher allocates kit building time and sets rules: build lightly first (test shapes), then refine.
  • Students work in pairs to produce at least 3 distinct design ideas across the table (either quick rebuilds or separate sketches).
  • Each pair must include:
  • one labelled sketch or card describing the main parts
  • a 1-sentence explanation: “This helps because…”
  1. 40–52 min · Communicate and compare designs
  • Teacher runs “Gallery Talk”: pairs present their best idea to another pair and then rotate.
  • Students use a comparison prompt sheet:
  • “Which part/function helps with the user story?”
  • “What could be improved for easier use, stronger effect, or clearer purpose?”
  • Teacher listens for technical terms and whether comparisons link back to the user story and criteria.
  1. 52–58 min · Reflection (formative assessment)
  • Teacher leads a class discussion: “Which design ideas best meet the user story? Why?”
  • Students complete a quick reflection: circle one statement and add one comment:
  • “My design meets the user story because…”
  • “Next time I would improve…”
  1. 58–60 min · Exit ticket
  • Teacher collects an exit ticket from each student (or group scribes if preferred) with:
  • the user story in one sentence
  • one design idea name (e.g., “Wheel ramp option”)
  • one feature that matches the criteria

Resources

  • LEGO STEM Prime kits (enough for paired use)
  • Student build prompts cards (3 ideas to start)
  • User story template (“A ___ wants/needs ___ so that ___”)
  • Comparison prompt sheet
  • Scrap paper or design journals for thumbnail sketches
  • Markers/coloured pencils for labelling
  • Timer for rotation and timed building
  • Teacher chart paper/whiteboard for class user story and criteria

Assessment

  • Observation checklist during brainstorming/building:
  • generates multiple ideas
  • uses the user story as a reference
  • includes labelled sketches or descriptions
  • Peer feedback evidence:
  • comparison comments link to needs and criteria, not just “I like it”
  • Exit ticket:
  • accurate user story sentence
  • one clear function/feature tied to the design criteria

Differentiation

  • Support
  • Provide sentence starters for user stories and explanations (“This helps because…”, “The user needs…”, “Our criteria are…”)
  • Offer a partially completed comparison frame (tick the “meets need” column)
  • Allow sketches with symbols (e.g., arrow for movement) and provide a small word bank (wheels, lever, ramp, support, barrier, connector)
  • Extension for gifted learners
  • Challenge: “Create an alternative design that reduces one problem you identified in Gallery Talk” (e.g., make it easier to operate, more stable, faster, or safer).
  • Ask for a “criteria score”: each design idea gets a 1–3 score for at least two criteria, then students justify the scores.
  • Optional advanced task: predict one test outcome (“If we push at the start, what will happen?”) and revise an idea accordingly.

Extension activities

  • Gifted extension (if time/continuation next lesson begins immediately)
  • Students draft a short “design decision note”: choose one idea and write two reasons it best meets the user story, plus one improvement to test next.
  • Students create a labelled diagram of their chosen idea showing main components and their function (one diagram only).

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