Year 9 Steady Hand Game Design & Technology anode cathode gate LED – connected by flying leads to the PCB. Remember long leg positive, short leg negative.

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Year 9 Steady Hand Game Design & Technology anode cathode gate LED – connected by flying leads to the PCB. Remember long leg positive, short leg negative. Fixed value resistors 1K = Brown, Black, Red 10K = Brown, Black, Orange Thyristor – the silver side should face across the PCB towards the on/off switch and battery connector. Buzzer – Remember red lead = positive, black lead = negative Push to break reset switch – connected by flying leads to the PCB. There is no polarity on this component. Fixed value resistor 1K = Brown, Black, Red Fixed value resistor 470Ω = Yellow, Violet, Brown Toggle switch – connected by flying leads to the PCB. There is no polarity on this component. Battery connector – soldered directly to the PCB PP3 – 9v battery Remember to clean all remaining photopolymer from the surface of the copper tracks and pads prior to drilling and soldering. Drill size = ø1.2mm Contact pads should have two pieces of multicore wire long enough to allow them to be soldered to your wire track and hoop. Remember that the image of the PCB below shows the board from the component side. Your component pins and wires should therefore pass through the board to be soldered directly onto the copper side. Do not connect the battery until you have had your circuit checked by a member of staff.

Year 9 Steady Hand Game Design & Technology Design Brief You are asked to design and manufacture an electronic game which makes full use of the circuit illustrated on the previous slide. The game must be capable of: detecting movement. making use of the latching function. being built in the time specified. Restrictions The game must be of a reasonable size (Max size 300X200X100mm, minimum size 100X80X50mm) In the space below produce a bubble diagram of the key words and ideas which you think are relevant to the project. When you have read this text, delete it to allow maximum space for your work NAME

Year 9 Steady Hand Game Design & Technology NAME ANALYSIS & SPECIFICATION You should aim to produce at least 8 points for both the Analysis & Specification. Remember to write your points out fully in sentences. Analysis In the space below make a list of questions and areas that need to be considered when designing the product. Specification In the space below make a list of points which you feel your design must follow if it is to be successful.

Year 9 Steady Hand Game Design & Technology NAME RESEARCH Use this sheet to present your research as directed by your teacher.

Year 9 Steady Hand Game Design & Technology NAME INITIAL IDEAS Use this sheet to produce a minimum of 4 different ideas for your game. You should ensure that your work communicates clearly the details for the case, as well as how the ‘contact’ is made. Your sketches should include comments and clear labelling. Delete this text once you have read it, to allow maximum space for your work and print out A3 size.

Year 9 Steady Hand Game Design & Technology NAME EVALUATION OF IDEAS & DEVELOPMENT Use the next two sheets to develop and finalise your chosen design. You should try to include as much detail as possible on materials, manufacturing processes, methods of joining and assembly. Again, remember to use a variety of drawing styles to convey your ideas clearly as well as comments and labels to explain your drawings. Evaluation of Ideas In the space below explain why you have chosen this design above the others. Remember to make reference to your specification.

Year 9 Steady Hand Game Design & Technology NAME DEVELOPMENT - Continued Use this sheet to concentrate on the whole design and show clear detail of every aspect of the finished product.

Year 9 Steady Hand Game Design & Technology NAME WORKING DRAWING Use this sheet to produce dimensioned sketches of your final design as directed by your teacher.

Year 9 Steady Hand Game Design & Technology EVALUATION NAME

Year 9 Steady Hand Game– Evaluation Guidelines Design & Technology Evaluation Being able to evaluate your work and personal performance is a key skill in Design & Technology. It allows you to take a step back and look at what you have achieved and to decide what you did well and what you could improve upon. This makes evaluation particularly useful as a means of improving your work and performance in the next project you undertake. In order for your evaluation to be useful there are several key areas you need to cover. ☻ Does your product look/function as intended? ☻ Have you made any changes to the design as a result of problems that occurred during manufacture and could these have been avoided? ☻ Which aspect of the project did you find most challenging/rewarding and why? ☻ If you could go back and make changes to your design what would you change and why? ☻ Have you asked anyone else there opinion about you product? If so what did they say? How to lay out your evaluation ☻ Be aware that your work is marked not just on its contents but on its presentation as well. ☻ Where appropriate use diagrams and sketches to illustrate your points. This is especially appropriate when you are showing changes to your design. ☻ The best means of presenting an idea is through a combination of text (annotation) and graphics. ☻ Use headings and sub headings to divide your evaluation up into easy to understand sections which relate to the points mentioned above. ☻ Remember that there is always room for improvement and that your first attempt, however good, is a prototype and not a saleable product.