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Designing a Digital Pet

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Last edit: 21 May 2025

Resource Type Lesson Plans
Curriculum Topic Physical Computing
English Key Stage 11-14 year (KS3)
Scottish Curriculum Levels S1-S3 (11 - 15 years)

This engaging two-lesson unit introduces students to the world of robotics, digital design, and physical computing through the creation of their own interactive RoboPet. Designed to promote creativity, computational thinking, and ethical reflection, the project explores how technology can support human wellbeing—particularly for individuals living with dementia. 

In Lesson 1, students explore the concept of robotic pets, compare them with real animals, and use digital tools like Canva to design a pet that incorporates a micro:bit. They begin coding simple LED animations to simulate facial expressions. 

In Lesson 2, students bring their RoboPets to life by building circuits and programming servo motors using MakeCode. They learn about inputs, outputs, and iteration while constructing a working prototype that responds to user interaction. 

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Computing at School | 21.05.25

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