[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"doc-detail-188072-en":3,"doc-seo-188072-105":30,"detail-sidebar-cat-1-en-105":95},{"code":4,"msg":5,"data":6},0,"success",{"doc_id":7,"user_id":8,"nickname":9,"user_avatar":10,"doc_module":11,"category_id":12,"category_name":13,"doc_title":14,"doc_description":15,"doc_content":16,"file_id":17,"file_url":18,"file_type":19,"file_size":20,"view_count":4,"is_deleted":4,"is_public":11,"is_downloadable":11,"audit_status":11,"page_count":21,"language":22,"language_code":23,"site_id":24,"html_lang":23,"table_of_contents":25,"faqs":26,"seo_title":27,"seo_description":15,"update_tm":28,"read_time":29},188072,8814010472675,"Xiajie","https://avatar.qwps.com/avatar/WGlhamll",1,11,"Presentations","Go creative, Sam! - Upper Primary IP Lesson Pack","Upper Primary lesson pack centered on the story “Go creative, Sam!” and linked activities that build creativity and innovation in learners aged 9–11. Students explore why and how creative works can be protected through a narrative, a problem-solving challenge, a group board game, and a design/model project with create, check-and-improve, and present phases. Materials include story materials, paper and pencils, and optional tablet apps, supporting collaborative feedback and foundational IP concepts.","| Lesson Pack – Upper Primary Introduction & lesson notes Target age: 9 – 11 years\u003Cbr>Aims: | |\n| --- | --- |\n| • to encourage a positive attitude towards creativity and innovation\u003Cbr>• to develop creativity and innovation\u003Cbr>• to understand why and how creations can be protected\u003Cbr>The pack introduces age-appropriate IP-linked concepts through a series of linked activities:\u003Cbr>• a story\u003Cbr>• a problem-solving challenge\u003Cbr>• a board game\u003Cbr>• a design project |  |\n| Activity 1 Story 45 mins Activity 2\u003Cbr>Challenge 25 mins Activity 3 Board game 20 mins Activity 4\u003Cbr>Design project\u003Cbr>• create (30+ mins)\u003Cbr>• check & improve (15 mins)\u003Cbr>• present (45 mins) Procedure Students read or listen to a story then explore the\u003Cbr>themes in class Students brainstorm and sketch ideas for an innovation Students playa board game in groups Students make a model of one of their ideas from Activity 2; they improve\u003Cbr>their models collaboratively before they present them to the class Materials Story: Go Creative, Sam! Paper, pencils; tablet + note app Board game (game pieces and dice not provided) Building & modelling materials of all kinds; tablet – design app Aims To foster a positive attitude to creativity & innovation; To discover basic IP concepts To encourage creativity & innovation To reinforce basic IP concepts To develop creativity & innovation; To encourage collaboration and feedback |  |\n|  |  |\n\n| Go creative, Sam!\u003Cbr>\u003Cbr>Sam loves inventing things. Every morning she wakes up early and sketches and writes in her ideas notebook.\u003Cbr>Sometimes her idea is for a story to tell her little brother. Sometimes her idea is for a machine to help her parents in the house. Sometimes it’s for a new game to play with her friends.\u003Cbr>Unfortunately, Sam’s parents aren’t impressed by her ideas. ‘Your head’s in the clouds again, Sam. Stop dreaming! Ideas don’t pay the bills!’ they say every time they see her with her notebook.\u003Cbr>The year Sam turns ten years old, something special happens: she is invited to spend the summer with her grandparents. They live far away in the country, so it’s the first time she will ever have visited them.\u003Cbr>Her grandad picks her up and drives her to the house. They drive all day to get there. On the way they get a flat tyre, which it takes grandad a long time to change. As Samis helping him, she has an idea. When she takes out her ideas notebook and starts to\u003Cbr>draw, Grandad looks at her sketch and says,‘That’s fantastic. Go creative, Sam!’She is amazed. It’s the first time anyone has ever said that to her.\u003Cbr>When they arrive at the house, Sam can’t believe her eyes. It is huge and brightly coloured with a high tower stretching up into the sky. Grandma explains that they built it themselves but they have not finished it because they are inventors and are always too busy inventing new things in their creativity lab. ‘I love inventing things, too!’ says Sam and shows her grandma her ideas notebook. Grandma looks through it and exclaims: ‘Well done. Go creative, Sam!’\u003Cbr>Sam has a wonderful time with her grandparents, especially after dinner as she is allowed to stay up late. They talk all evening about their crazy ideas and she is never told to stop dreaming.\u003Cbr>\u003Cbr>During the day though, her grandparents often disappear for hours to work. From the garden Sam can see the tower where their creativity lab must be, but she can’t work out how to get there. Sometimes she sees sparks and smoke coming out of the windows, sometimes she can hear strange noises up there.\u003Cbr>While her grandparents are working, Sam explores the house and garden. She finds a playground with slidesand a trampoline, an elevator, a rollercoaster and even a swimming pool.\u003Cbr>Sam loves everything she sees, but she soon discovers lots of problems, too: there is a big hole beneath the slide, the elevator doesn’t go anywhere, the rollercoaster suddenly ends in mid-air, the pool has no water.\u003Cbr>Continued on the next page...\u003Cbr>|  |\n| --- | --- |\n| 5 |  |\n\n| ","cbCaitRzNEddRCd2","https://ap.wps.com/l/cbCaitRzNEddRCd2","pdf",779391,8,"English","en",105,"# Lesson Pack – Upper Primary Introduction & Aims\n## Activity 1: Story\n## Activity 2: Problem-solving Challenge\n## Activity 3: Board Game\n## Activity 4: Design Project","[{\"question\":\"What are the main aims of the Upper Primary lesson pack?\",\"answer\":\"The pack encourages a positive attitude toward creativity and innovation, builds creativity and innovation skills, and introduces why and how creations can be protected through basic IP-linked concepts.\"},{\"question\":\"What activities are included in the lesson pack?\",\"answer\":\"It includes a story (Activity 1), a problem-solving challenge (Activity 2), a board game (Activity 3), and a design project (Activity 4) with create, check \\u0026 improve, and present steps.\"},{\"question\":\"How does the design project work in Activity 4?\",\"answer\":\"Students create a model (30+ minutes), then check and improve it collaboratively (15 minutes), and finally present it to the class (45 minutes).\"},{\"question\":\"What optional digital tools are suggested in the materials list?\",\"answer\":\"The pack suggests using a tablet with a note app for ideas and a tablet with a design app for building and modelling tasks.\"}]","Go creative, Sam! 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