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Unit #1

Technology • Year 11 • 60 • 25 students • Created with AI following Aligned with New Zealand Curriculum

Technology
1Year 11
60
25 students
4 June 2025

Teaching Instructions

This is lesson 1 of 30 in the unit "Innovative Tech Solutions". Lesson Title: Introduction to Innovative Technology Lesson Description: Explore the concept of innovation in technology, discussing its impact on society and the economy.

Unit #1

Lesson 1: Introduction to Innovative Technology

Duration: 60 minutes
Year Level: Year 11 (NCEA Level 1)
Subject: Technology – Generic Technology (aligned to Technology Learning Area)
Unit Title: Innovative Tech Solutions
Lesson Title: Introduction to Innovative Technology
Curriculum Level: Level 6 (as per the NZ Curriculum Learning Areas)


WALT (We Are Learning To)

  • Understand the concept of innovation in technology.
  • Identify the societal and economic impacts of technological innovations.
  • Begin to think critically about what constitutes an "innovative" solution.

Success Criteria

By the end of this lesson, students will be able to:

  • Articulate what innovation means in a technological context.
  • Identify at least two examples of technological innovations developed in Aotearoa New Zealand.
  • Explain the potential social or economic impacts of one innovation.

Resources Needed

  • Printed profile cards of famous New Zealand tech innovations (see differentiation notes for formats)
  • Sticky notes or mini whiteboards
  • Printed handout or dyslexia-friendly version (OpenDyslexic font) of key definitions
  • Access to a shared online mind-mapping tool or A3 paper
  • Timer or online countdown clock
  • Māori and Pasifika perspectives resource sheet (whakataukī and community-driven innovation prompts)
  • Device/projector to share visuals
  • Teacher slides (with Māori contexts embedded)

Lesson Structure (60 minutes total)

1. Karakia and Whanaungatanga Check-In (5 minutes)

  • Begin with an opening karakia and connect with the class through quick check-ins (e.g., "What’s one piece of tech you couldn’t live without?").

Purpose: Builds inclusive tikanga-based practice and sets a calm start.


2. Hook: ‘What Counts as Innovation?’ (10 minutes)

  • Present three visuals:
    • Māori kite (manu tukutuku) with embedded communications
    • Rocket Lab's Electron rocket
    • A biodegradable plastic alternative made from kūmara fibres
  • Ask: “Which of these are innovations? Why?” (Students write answers on sticky notes.)
  • Group debrief and place responses on the board or digital Jamboard under three columns: ‘Definitely Innovation’, ‘Not Sure’, ‘Not Innovation’

Teacher Note: Prompt for deeper thinking – "Why do you define that as innovative?"


3. Mini-Teaching: What Is Innovation? (10 minutes)

  • Brief teacher-led explanation using slides:
    • Definition: Innovation = Applying new or improved ideas to create effective solutions.
    • Types: Incremental vs Disruptive Innovations
    • Link to NZ context: Digital curriculum and NCEA Technology Big Ideas
    • Include whakataukī: Kaua e rangiruatia te hāpai o te hoe; e kore tō tātou waka e ū ki uta.
      ("Do not paddle out of unison, our canoe will never reach the shore.")
    • Emphasise collaborative creation & community solutions: innovation is not just invention.

Show quick 90-second video of a NZ student creating a low-cost wind turbine


4. Group Task: Kiwi Innovations in Focus (20 minutes)

  • In mixed-ability groups (5 students), students are given a NZ-based technology profile card:
    • Rocket Lab
    • Whare Hauora sensor networks
    • The Ākina Foundation's social enterprise apps
    • Soul Machines' AI avatars
    • Biolumic’s light treatment for crops
  • Task: Explore and discuss:
    • What problem does this solve?
    • Who benefits from it?
    • Is it socially and economically impactful?
    • What makes it “innovative”?

Output: Create a brief mind map (digital or on A3 paper) to present one minute per group to the class.


5. Quickfire Presentations (10 minutes)

  • Each group shares one innovative idea and answers the question:
    • “Would this innovation be valuable 50 years ago? Why or why not?”

Class offers positive feedback using sentence starters:

  • “What I liked was…”
  • “That made me think about…”

6. Reflection and Close (5 minutes)

  • Students individually respond in learning journals or book:

    • One thing I learned about innovation today is…
    • One NZ innovation I’d like to research more is…
  • End with a closing karakia or whakataukī:

    • Mā te huruhuru ka rere te manu (Adorn the bird with feathers so it may fly – a metaphor for providing knowledge and skills so potential can be reached)

Differentiation Strategies

For Diverse Learners:

  • Māori and Pasifika innovations included to reflect cultural models of innovation
  • Dyslexia-friendly fonts and colour-graded definitions available
  • Group roles adapted: speaker, note-taker, timekeeper, researcher; allow verbal responses

For English Language Learners (ELLs):

  • Picture cues and glossary of terms provided
  • Pairing with fluent English speaker for collaborative activities

For Neurodiverse Learners:

  • Clear step-by-step instructions visually displayed
  • Option for drawing instead of writing group reflections

Extension Activities (for Advanced Learners)

  • Compare Indigenous technology innovations from Aotearoa with those from another culture (e.g., Incan, Nordic)
  • Investigate and present a short prototype for an “improvement” to one of the innovations discussed
  • Begin an “Innovation Idea Book” tracking inventiveness over the course of the unit

Homework / Optional Extra

  • Interview a whānau or community member:
    “What technology do you remember changing the way you lived?”
    Record the response in any format (audio, written, sketch) to share in the next class.

Links to NZ Curriculum and NCEA Materials

Aligned to Technology Learning Area – Level 6:

  • Progress outcome: "Understand that technology is intervention by design and that technological outcomes are developed through various processes."
  • Big Idea: "Innovation is critical to generating technological outcomes that meet changing societal and environmental needs."

Key Competencies Developed:

  • Thinking (critical and creative thinking about the purpose and value of tech)
  • Using language, symbols, and texts (analysing and explaining innovation)
  • Participating and contributing (collaborative group work)
  • Managing self (carrying out tasks in time-bound group setting)
  • Relating to others (listening and engaging with peer insights)

Watch this space! In the next lesson, we’ll learn how designers frame a problem before they innovate…

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