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Ignition Learning — Activity Sheet

Networks, routers and the internet

Technologies · Year 7

Name: ______________________Date: ____________

Networks, routers and the internet explores how devices exchange data across connected networks. Students use a clear design process: understand the purpose, gather evidence, plan carefully, build or model an idea, test it and improve it responsibly.

Example

A practical example of networks, routers and the internet starts with a real user need, then uses evidence and testing to make a useful improvement.

Key terms

Network:
Connected devices sharing information
Router:
A device that directs network data
Internet:
A global network of networks

Questions

  1. 1. This week’s key Technology idea is:

    • how devices exchange data across connected networks
    • avoid planning a solution
    • ignore users and evidence
    • choose a design at random
  2. 2. Which term means “Connected devices sharing information”?

    • Network
    • Router
    • Internet
    • Prototype
  3. 3. Which term means “A device that directs network data”?

    • Router
    • Network
    • Internet
    • Algorithm
  4. 4. Which term means “A global network of networks”?

    • Internet
    • Network
    • Router
    • Constraint
  5. 5. Why is planning useful in networks, routers and the internet?

    • It makes the purpose, user and steps clearer
    • It means no testing is needed
    • It removes all constraints
    • It replaces careful work
  6. 6. What should a designer do before calling a networks, routers and the internet solution finished?

    • Test it against its purpose and improve it
    • Assume the first idea is perfect
    • Ignore feedback
    • Avoid checking it
  7. 7. Which response shows responsible technology use?

    • Consider users, safety, privacy and environmental effects
    • Use a system without thinking about impacts
    • Hide important information from users
    • Copy someone else’s work without credit
  8. 8. What makes a test useful?

    • It checks a clear feature against a stated criterion
    • It changes the goal after testing
    • It avoids recording results
    • It only asks whether the designer likes it
  9. 9. Why can user feedback improve a solution?

    • Users can reveal needs the designer may have missed
    • Users always make designs worse
    • Feedback replaces testing
    • Only designers should see a solution
  10. 10. A prototype does not work as intended. What is the best next step?

    • Identify the cause, adjust the design and test again
    • Hide the result
    • Give up without checking
    • Claim it worked
  11. 11. How do the key terms help when explaining networks, routers and the internet?

    • They make the design explanation precise
    • They make evidence unnecessary
    • They remove the need for a user
    • They are only spelling words
  12. 12. Which is the strongest design decision?

    • One supported by a user need, evidence and testing
    • One based only on a guess
    • One that ignores constraints
    • One copied without understanding
  13. 13. Why should a technology solution consider its wider effects?

    • It can affect people, resources, safety and the environment
    • Technology never affects real life
    • Only appearance matters
    • Effects cannot be predicted or discussed
  14. 14. What does how devices exchange data across connected networks help a learner do?

    • Understand, plan, test and explain a solution
    • Avoid applying ideas
    • Ignore the system
    • Skip reflection
  15. 15. What makes an improvement evidence-based?

    • It responds to a test result or useful feedback
    • It changes a feature at random
    • It ignores the original purpose
    • It avoids comparing versions
  16. 16. Why might two users respond differently to the same design?

    • They may have different needs, contexts or abilities
    • All users have identical needs
    • User experience is irrelevant
    • Only the designer’s view matters
  17. 17. A new requirement appears during a project. What should a designer do?

    • Review the plan, constraints and likely effects
    • Pretend the requirement does not exist
    • Stop recording decisions
    • Use the old plan without thought
  18. 18. How can networks, routers and the internet connect to real life?

    • It can help people solve problems thoughtfully and responsibly
    • It has no use outside a quiz
    • It avoids all decisions
    • It only applies to experts
  19. 19. What should a final explanation include?

    • The purpose, key decisions, evidence from testing and one improvement
    • Only a title
    • No reference to the user
    • A claim without any evidence
  20. 20. The most important outcome of this topic is to:

    • use design thinking to understand how devices exchange data across connected networks
    • memorise unrelated terms
    • avoid asking questions
    • skip testing
  21. 21. Why is reflection valuable after a design task?

    • It helps identify what worked, what did not and what to improve next
    • It makes testing unnecessary
    • It hides problems
    • It has no effect on future work

Answer key (parent copy)

  1. 1. how devices exchange data across connected networks
  2. 2. Network
  3. 3. Router
  4. 4. Internet
  5. 5. It makes the purpose, user and steps clearer
  6. 6. Test it against its purpose and improve it
  7. 7. Consider users, safety, privacy and environmental effects
  8. 8. It checks a clear feature against a stated criterion
  9. 9. Users can reveal needs the designer may have missed
  10. 10. Identify the cause, adjust the design and test again
  11. 11. They make the design explanation precise
  12. 12. One supported by a user need, evidence and testing
  13. 13. It can affect people, resources, safety and the environment
  14. 14. Understand, plan, test and explain a solution
  15. 15. It responds to a test result or useful feedback
  16. 16. They may have different needs, contexts or abilities
  17. 17. Review the plan, constraints and likely effects
  18. 18. It can help people solve problems thoughtfully and responsibly
  19. 19. The purpose, key decisions, evidence from testing and one improvement
  20. 20. use design thinking to understand how devices exchange data across connected networks
  21. 21. It helps identify what worked, what did not and what to improve next