Prowise MOVE encourages healthy and interactive education

World first at Bett 2019

BIRMINGHAM – With Prowise MOVE, Prowise reveals groundbreaking innovation for interactive and healthier education. The Prowise Touchscreen and the Intel® RealSense™ Technology enable proactive learning that also engages students physically in a playful way. The digital tools specially developed for this purpose can be operated without physically touching the screen.

The Prowise MOVE camera can be easily installed on every Prowise Touchscreen and will be revealed to the public at the education technology show Bett (London). The Prowise Move Camera, enabled by Intel® RealSense™, will register physical movement in front of the Touchscreen. This way, the screen can follow the person standing in front of it and respond to gestures. The Prowise Touchscreen can therefore be operated without the need for physical contact.

The Prowise MOVE camera (worth £ 350 excluding VAT) will be delivered completely free with the Prowise Touchscreen from the second quarter of 2019 onwards.

MOVE tools
Prowise has independently developed educational digital tools for MOVE. These have been integrated in Prowise Presenter 10: free education software that 450,000 users are currently enjoying to create lessons or presentations. The games have been created specially for educational purposes and target serious gaming. They are completely different from conventional educational games. Students are challenged and encouraged to participate proactively and physically while standing in front of the Touchscreen. They are no longer passively sitting on a chair, but rather stand in front of the screen while being triggered to move their bodies. This way, learning becomes fun, healthy and challenging.

Learning and moving
Prowise MOVE offers schools the unique opportunity to allow learning and physical activity to complement each other. Students are working actively while learning through play. “We are convinced that Prowise MOVE is the missing link in our total solution for education. It is the optimal way to benefit from all the possibilities the Prowise Touchscreen and the software Prowise Presenter have to offer. We are therefore incredibly proud to supply every Prowise Touchscreen with a free Prowise MOVE camera. MOVE offers teachers the opportunity to provide fun, educational and healthy teaching material”, says Prowise Director Erik Neeskens.

Intel® RealSense™
“Intel® RealSense™ technology has been used to develop products that enrich people’s lives with equipment and machines that capture the world in 3D. We are excited about the fact that Prowise has developed its MOVE product such that it supports RealSense™ technology in order to improve interactive education”, says Sagi BenMoshe, Vice President and General Manager of the Intel RealSense Group.

Video conferencing
The Prowise MOVE camera can also be deployed as normal webcam in combination with the Skype app installed on the Touchscreen on default. Other video apps will become available in the future. The four wide area microphones integrated in the Prowise Touchscreen recognise voices up to eight metres from the screen and provide a unique audio experience thanks to the 2.1 Dolby Certified soundbar. This makes the Prowise Touchscreen the complete conference solution for schools, businesses and conference venues.

Entirely safe
The mechanical privacy filter designed to cover the MOVE camera guarantees that teachers and students are protected from outside threats. With its recently acquired ISO 27001 certificate, Prowise proves its ability to responsibly and safely handle data and related processes. Prowise is already in possession of the Privacy Verified certificate, and thereby complies with the strictest international privacy regulations.

Twinkl to launch AR game that attracts children to STEM subjects at Bett 2019

  • ARchitect is the world’s first-ever multi-player game that uses augmented reality to teach STEM
  • The game teaches children about different materials, structural integrity and construction whilst being fun and inclusive

    The online educational publisher Twinkl has created the world’s first ever multiplayer augmented reality game that teaches Science, Technology, Engineering and Maths.

    ARchitect can be played by up to four people and invites players to create structures using different materials such as wood and ice, whilst facing challenges and adverse conditions.

    The game introduces concepts such as structural integrity and provides a platform to learn real-world physics as players create towers, bridges and boats in a 3D world created with augmented reality.

    Twinkl will be exclusively showcasing ARchitect at the Bett education technology show, which runs from the 23rd to 26th January at the ExCeL in London.

    “ARchitect was inspired by the challenge often used in schools to build the tallest tower out of marshmallows and uncooked spaghetti,” explained Pete Casson, Chief Technology Officer at Twinkl.

    “The game hasn’t been designed to replace such activities but to be used alongside them. The main benefit of using ARchitect is that it allows children to build things that would otherwise be impossible, such as the biggest tower in the world made of wood or a bridge made entirely of ice, all in 3D.

    “They can then experiment with how these structures withstand different weights and conditions and how the different materials interact. The game provides a foundation for the methods used in real-life construction and engineering, on the same scale and with the same materials. The game was created to provide an exhilarating experience, to inspire children to explore STEM subjects further in the future.”

    Designed for children in KS2 but also suitable for KS1, ARchitect supports different lessons and a number of curriculum aims in science, maths and design technology. It can be played by one to four players at once, meaning children can work together or challenge each other to create different structures, which encourages collaboration and communication.

    As well as being showcased at Bett, ARchitect will be available to download for free from the Apple App Store from Wednesday 23rd January. The game has been created using Apple’s new iOS 12 operating system and can be used on the latest Apple devices on the system.

    “Twinkl has explored AR in the classroom for some time now, seeing its potential as a technology that is becoming increasingly accessible, has a low cost, is easy to use and has huge scope in terms of how it can be used in lessons,” said Pete.

    “We believe technology can be used to aid learning in all subject areas and alongside a range of teaching methods and styles. Twinkl always works with the teaching community on any product we design and we will continue to work with educators and children as we explore how augmented reality can be used to support teachers and enhance learning.”

    Twinkl is an online educational publisher and creates learning resources used by educators across the world. Every month around 8.1 million resources are downloaded from the Twinkl website.

    For more information please visit

itslearning and Google for Education in collaboration for better learning outcomes

Europe’s most widely used learning platform, itslearning, and Google for Education have joined forces to improve teaching and learning through technology.

The global collaboration between itslearning and Google for Education initiates the first phase of a comprehensive technological roadmap for the two companies. The interaction between the itslearning platform and Google’s “G Suite” will benefit teachers and students worldwide. These benefits will also be extended to Fronter customers (which itslearning acquired in 2015) via a free upgrade path to itslearning.
In modern learning, students work best in a learning platform environment, allowing teachers to plan, deliver, communicate and engage, and formatively assess student learning against academic goals, all within one platform, in any location and from any device. The integration between G Suite and itslearning will seamlessly combine users’ favourite tools alongside those of itslearning, facilitating a true learning-centric environment.
Benefits realised include Google Drive integration and file uploading, Google file collaboration, giving feedback in real-time on Google Docs, creating Google document templates, Google Hangouts within Instant Messaging amongst others, all seamlessly within itslearning.
Matthew Jordan, Head of Sales & Marketing at itslearning UK says, “The new collaboration agreement between itslearning and Google means that we can jointly create broad and deep interoperability between the two systems. The best features of Google Classroom will be a prominent place in itslearning’s LMS and vice versa. The learning environment is easy to use for both students and teachers, and it makes the learning platform an even stronger educational tool. ”

Additional integration features will be released throughout 2019. Liz Sproat, Head of EMEA for Google for Education: “we are looking forward to working with itsLearning who share a similar approach to us in the solutions they provide to schools. Both Google and itsLearning work closely with teachers to create tools to help enrich and streamline the teaching & learning experience in the classroom.”
Google and itslearning will be showcasing this integrated platform on Stand C230 at the BETT Show in Excel London from the 23rd – 26th of January. Find out more at:

SAPHNA partner with EduCare to launch Administration of Medication in Schools training course

EduCare, safeguarding and duty-of-care training specialists, has launched its Administration of Medication in Schools training course.

Developed in partnership with the School and Public Health Nurses Association (SAPHNA), and containing both statutory and non-statutory guidance from the Department for Education’s ‘supporting pupils at school with medical conditions’ guidelines, the course provides participants with an in-depth understanding of the principles of safe practice in administering medication.

Dawn Jotham, EduCare’s Product Development Lead for Education, explained the necessity and timeliness of the course:
“At some point in their education, many children will have a short or long-term medical condition that will require them to take medication. Neither medical conditions nor medicine should inhibit students’ learning so it is essential that schools have effective policies and procedures in place for the safe administration of medication.”

“Additionally, with recent budget cuts reducing the investment in school nurses, it is more important than ever that education practitioners are appropriately trained in medication administration. Working closely with SAPHNA, we have developed a course that not only provides up-to-date training but also empowers teachers and school staff to provide a safe and inclusive learning environment.”

Sharon White OBE, chief executive of SAPHNA added:
“SAPHNA welcome this much needed on-line training course to support those working with children and young people with their medication needs whilst in education. This will promote safer practice for all.”

This course is the start of an exciting partnership between EduCare and SAPHNA who have plans to strengthen the provision of health care in schools by delivering four subsequent short courses on specific health issues including: diabetes, and epilepsy, asthma and inhalers, and anaphylaxis and EpiPens/auto-adrenaline injectors.

To find out more please visit  


Sutcliffe Play grows Orchard range

Sutcliffe Play, one of the UK’s leading manufacturers of children’s playground equipment, is introducing innovative new additions to its wooden Orchard play equipment range for 2019.

“We’ve been hard at work developing exciting pieces for our popular Orchard range, which is specifically designed to enable inclusive play in a more natural environment,” says Andy Love from Sutcliffe Play.

“We’ve developed an in-depth understanding of inclusive play over the years, allowing us to design kit that’s functional, durable and fun for children from all walks of life. These new additions offer a combination of physically challenging activities that children of all ages and abilities can enjoy, complementing a more natural setting where required.”

The new equipment includes:

• Orchard Ship – this themed unit will make an impact in any play area. Complete with a central mast with a top sail, as well as Moon sail and Flying Jib, the fore deck includes a climbing wall, vertical rungs and binocular lookout. A rigging net also connects the deck to the aft deck; a larger platform with five sides which enables crawling or shuffling to reach the various inclusive elements.

• Hazel – the first unit in the Orchard range to be designed with inclusivity front of mind, this unit can be linked with a variety of other units in the range for a unique playground design. Inspired by nature, with 12 play activities, the central deck features five sides with a variety of access points for users of different abilities and inclinations.

Andy continues: “Every child should have equal access to opportunities to play side-by-side; our new additions to the Orchard range offer something for everyone, to stimulate the senses, for a unique play experience.”

For more information or to order a catalogue visit: or call +44 (0)1977 653 200.

Gaming approach in a class of its own… Learn to Play, play to Learn!

It’s well-documented that children learn more when they’re enjoying themselves so if they’re playing games then the skills they pick up will stick with them!

And that’s the winning ethos behind a formula developed by Imagination Gaming (IG) – using gaming and playing as a key tool in their innovative learning programmes.

Used correctly within a classroom environment, games can allow children to apply the skills taught and develop abilities that will help them through both life and work enhancing every part of their development.

With more than a decade’s experience in the education sector, Barnsley-based IG puts everything from traditional board games to innovative new ideas into their brain-boosting sessions for schools, prisons and other education based establishments.

Founder Nigel Scarfe runs IG with business partner Chris Standley and armed with hundreds of traditional style games, sourced from across the world, the pair choose the right games for the right purpose. They get students engaged and enthusiastic about curriculum based subjects, all the while playing and socialising.

“Board games are a way for children of all abilities to get involved and engage with their learning in a different way,” Nigel said.

“Someone might be highlighted as being clever in the classroom but struggle at the front of class. Others might not be strong academically but are very creative thinkers and can problem solve. Our approach allows the children to play to their strengths, but it also pushes them out of their comfort zone to develop so many other important life skills.”

“It means teachers can learn themselves too. They get to understand what works best for the kids in their class, which can influence the way they teach.”

Amy Holwell, KS2 Teacher at The Mill Academy, Worsbrough, has seen IG have a huge impact on the school in the two and a half years they have been working together.

“IG helps knock down so many barriers to learning in our school. It gives children confidence, it makes them willing to learn, it inspires them, gives them creativity and it just provides a real context to learning,” said Amy.

Workshops or longer games day programmes, scheduled weeks and months in advance, can cater even more to specific needs.

IG build up lasting, evolving relationships with a loyal client base through regular intervention within schools. They also run amazing game days.

These are dedicated to boosting learning in specific subjects, such as maths and literacy. Bespoke curriculum days tailored to a school’s specific needs can also be created.



The days give students the chance to have fun while engaging with topics and one another.

“All our games obey three rules: they can be taught in about 30 seconds, can be played for five to ten minutes at a time, and have lots of replay value,” said Nigel.

“We have been doing this for 11 years now and I can stand up and proudly say we are leading the way in games based learning. We know how to engage children and adults alike, which games to use for different subjects and how to adapt the games to maximise the application of learning and skills.”

Their success in the UK has now led IG to explore international options too, with a franchise having just launched in Cyprus, with other countries showing interests too.

“The number of children who remember us after a year or so when we return to a school is amazing. It is very, very rewarding and lovely in terms of the feedback too,” Nigel said.

“We are now looking to continue to grow, take what we have done over our first decade and get out into new schools, proving why we love it so much and why it is so worthwhile.”

Data in education: managing transparency and consistency in multi-academy trusts

Since 2014, there has been a significant increase in the number of schools forming or joining multi-academy trusts (MATs), with over 700 now operating in England. While some MATs are flourishing, many have experienced teething problems as they get to grips with this new, collaborative approach. However, teachers have expressed strong opinions about the future of MATs: divided between continuing to grow MATs, freezing MAT development or reverting MATs back to the local authority.
From funding to time, there are numerous limitations placed on MATs. Yet, the biggest challenge faced is the need to deliver a better level of transparency, consistency and accountability across the trust, leading to real, actionable outcomes for staff, students and all stakeholders. There is a need for a consistent data reporting system, to streamline information and allow targeted conversations to take place; shortening reporting times and relieving pressure on CEO’s who need to be able to make fast but informed decisions without waiting until the end of term – or end of the academic year. But how can this be achieved? Andy Richardson, CEO, Dynistics, discusses how a single view of data, generated in real time, will enable MATs to save costs, reduce the time spent on reporting and contribute to future strategic development.
Finding funding opportunities
The value of data in providing the transparency, accountability and visibility required to tackle these issues can’t be ignored – but with so much data to look at, it’s knowing where to start that can often be the problem. Currently, there are too many gaps in data analysis and reporting, with 90% of education professionals wanting to make better decisions based on real data.
One area where this is essential is finance, with sourcing funding and planning or using budgets high on the agenda for many MATs. At the start of the process, funding can be tricky and complicated. Selected academies may have financial difficulties and therefore cross-funding could be considered; this requires effective communication and organisation to ensure costs are allocated accurately and fairly across the MAT.
However, with multiple departments involved and a need to report to numerous parties, communicating funding challenges and opportunities isn’t always straightforward. Displaying funding and budget information in a visual and engaging manner will ensure the right schools are getting the support they truly need to deliver those improved results. And being able to quickly and concisely see the information required, rather than trudging through various files and documents to find the stats needed, will actually save costs itself. By providing the budget holder with direct access to the MAT’s financial position, the time spent resolving budget issues can be reduced by 14%.
Making the most of time
In a sector where staff are in demand and time-poor, having a single view of real-time data, 24×7, means that every member of staff can save a minimum of ten minutes per month by presenting data in a central place. Ten minutes might not seem significant, but for a team of six this would equate to 12-hours saved per year; and for a CEO who is already feeling the pressure, it can take a weight of their mind and their to-do list.
Additionally, data can be used to spot any errors that may occur, monitor staff and student performance, or identify any central changes the trust has made to its academies or the structure. A visual representation of data will give MATs the ability to do just that, in a quick and straightforward manner. This transparency will also encourage a more simplified method for a CEO to communicate with Academy Trust Board members, contributing to further time and cost savings. Using this insight will give Board members the confidence to make informed and valuable decisions that will have a positive impact in the long term, and ensure the trust continues to grow and succeed.
A step in the right direction
Whilst the MAT structure enables more school-to-school support so that smaller schools can benefit from the skills and resources evident in larger ones, this advantage will be lost if practices are not put in place to keep this platform consistent and valuable. It is very easy to get caught up in the day-to-day running of a growing trust, losing sight of if procedures are successfully being implemented across the academies. Waiting until educational results are impacted or structures are breaking down to act will have even greater implications down the line; should just one school in the trust fail, then this in turn will impact the reputation of every academy involved. A far more proactive, rather than reactive, approach is needed to ensure reliable data is produced and reported on, in real-time.
By considering how the data is being used, and not just how it looks, better insight will be gained and improved efficiencies will be seen across the MAT. Additionally, adopting a system that will ensure data is in one place at all times, honing in on particular aspects to analyse and dissect, will not only give MATs the insight they need to make informed decisions, but will ultimately allow them to save fundamental costs, not just within departments, but across the whole trust. And, instead of having multiple viewpoints or reports to look through, a single dashboard will provide a unified view of the truth: promoting greater consistency and accountability.
Whether it’s funding, performance or structure, it is evident that steps must be taken towards encouraging greater collaboration between the members of every MAT. Just think, with the right tools and better data-led insight, the expectations of each academy can be managed efficiently, eliminating the challenges that come with this structure and creating a governing body that will be beneficial to the trustees, the teachers and most importantly, the students.


• Grand Final took place at the University of Cambridge on Wednesday 9th January
• Teams fought off tough competition from hundreds of schools across the UK
• Explore Learning are inspiring the next generation of mathematicians with University Challenge Legend, Bobby Seagull as the official ambassador

After weeks of hard work, tough mathematical training and three days of intense competitions, teams from St George’s Weybridge and Lawrence Sheriff School have been crowned the winners of the the National Young Mathematicians’ Awards.
In the primary school competition, Felix Clune, Som Shah, Adam Franks and Yuvan Raja from St George’s Weybridge were crowned champions, fighting off competition from teams from Boughton Leigh Junior School, Elvetham Heath Primary School, Rothersthorpe C of E Primary School and Nelson Primary School. And in the secondary school contest, Ittu Phago, Leo Siby, Pritesh Mistry and Adam Marlow from Lawrence Sheriff School were victorious, beating teams from John Hampden Grammar School, Bluecoat Wollaton Academy, St John’s on the Hill and Altrincham Grammar School.
The children all took part in two dramatic heats to make it to the final where they battled against one another under the watchful eye of maths guru and Univeristy legend, Bobby Seagull. Using teamwork, initiative and mathematical prowess, St George’s Weybridge and Lawrence Sheriff School scored the highest number of points on the day.

Antony Shawyer, Head of Mathematics at St George’s Weybridge says: “St. George’s Junior School is very proud of the achievement of its Year 6 team in winning this national mathematics competition. The competition was tough and the other schools were really great; everyone wanted to win! Our motto was “Try our best to be the best”. The problem set by NRICH for the finalists was really interesting and very challenging. We enjoyed working on it and were relieved when we finally cracked it. It was an extraordinary experience and we are very grateful to Explore Learning, NRICH and Cambridge University for creating and running this stupendous event. We can’t wait to take part in the senior competition in the future.”

The annual competition is organised by tuition provider, Explore Learning, and NRICH at the University of Cambridge with the main aim of inspiring children across the UK to see the fun that maths can bring, push themselves to reach their full potential and to work as a team.
Bobby said: “Congratulations to St George’s Weybridge and Lawrence Sheriff School on winning such a tightly-fought competition – they must be feeling on top of the world! It was so exciting to see these young minds work together so effectively to display their mathematical thinking, persistence and team work. With champions like these winners, I am now feeling so positive about the future of maths!”
Last year’s winner was a team from Ladbrooke Junior Mixed and Infant School from Potters Bar.

Charlotte Gater, Head of Curriculum at Explore Learning says: “We had the highest number of entries this year and so the teams from St George’s Weybridge and Lawrence Sheriff School have done amazingly well to be crowned champions and get the highest scores in the country! We hope this gives them the confidence to value their strengths, inspire their fellow school friends and consider a career in maths! Perhaps we have got a future Stephen Hawking or Bobby Seagull amongst them!
“Explore Learning are thrilled to hold such a successful competition – to see the response from children has been incredible as they work as a team, encourage one another and really try their best.”
As well as being named the best young mathematicians in the country, the winning team were awarded incredible prizes from Meccano, Letts Revision, i-Top and Sum Fun, including:
• One of the hottest toys on the market, BOXER from Spin Master is your real robot pal, worth £79.99. BOXER is a tiny interactive AI robot buddy filled with technology, fun games, and a lively personality. It includes touch sensors, game activating feature cards and remote control!
• An i-Top each – the next generation of electronic spinning game worth £14.99
• Sum Fun games
• Book bundle from Letts Revision worth £60
Varun Gard, School Teacher at Lawrence Sheriff School says: “The school is immensely proud of the team. They are very competitive and have channelled this into the competition. They are confident in their mathematical ability, however they have improved a great deal on their teamwork skills. We are looking at training harder for next year – hopefully we can win again!”

Photo caption: left to right Bobby Seagull, Adam Marlow, Leo Siby, Pritesh Mistry, Ittu Phago

Schools can enter for 2019 via
Explore Learning is an award-winning provider of extra tuition for children aged four to 14 with 141 centres located across the UK, taking a unique and personalised approach to maths and English tuition. Since 2001 over 200,000 children have excelled academically, reached their potential and achieved the best possible results with Explore Learning. They are unwavering in their mission to develop a generation of fearless learners; children who will excel in the classroom, be confident in exams and fearless in school and beyond.
For more information on the awards and to register a team please visit or speak to a member of the team on 01483 447410.

Alex Scott challenges school children to give single- use plastic the boot


Sky Sports presenter launches new Sky Ocean Rescue and Premier League competition to find the best ideas to reduce single-use plastic in schools and communities

The Premier League and Sky Ocean Rescue have today launched ‘The Plastic Pollution Challenge’ to get children thinking creatively about how they can reduce single-use plastics at school or in their community.
The Premier League and Sky are working together to use their global reach and appeal to raise awareness of the environmental issues caused by plastic pollution. This competition is the latest element of the partnership, which aims to inspire fans across the world to take positive action and reduce single-use plastics.

The ‘Plastic Pollution Challenge’, which tasks primary school pupils to make a pledge detailing how they will help reduce plastic pollution, was launched at the Princess May Primary School in Stoke Newington, London, by Sky Ocean Rescue Ambassador and former footballer, Alex Scott. Primary school pupils from across England and Wales can enter the competition before 22 March 2019.

The ‘Plastic Pollution Challenge’ forms part of the launch of new, free, downloadable Premier League Primary Stars PSHE teaching resources dedicated to the Sky Ocean Rescue campaign. They contain fun challenges and a quiz designed to help children understand the damage that single-use plastic is having on the environment.

The Premier League Primary Stars education programme offers teachers free curriculum-linked resources across English, Maths, PE and PSHE. More than 16,000 primary schools have already engaged in the programme, which sees 105 Premier League, EFL and National League clubs also provide in-school support to primary schools across England and Wales.

There are a range of exciting prizes on offer for those taking part in the Challenge, including a visit from the Sky Ocean Rescue whale Plasticus, the Premier League Trophy and some exciting special guests for the overall winner.

Ten lucky runners-up will win a chance for their class to travel to the Sky Academy Studios in London where they will have the opportunity to film their pledge, while the first 100 classes to enter the competition will win a set of reusable Sky Ocean Rescue water bottles.

Mr Reynolds, Head Teacher at Princess May Primary School said: “We are thrilled to welcome Alex Scott today, and to support The Plastic Pollution Challenge. We are doing our bit in school to make our pupils aware of plastic pollution, so it’s fantastic to see Premier League join forces with Sky Ocean Rescue to launch this important campaign and encourage young people to make a #PassOnPlastic pledge to show how they will help reduce plastic pollution.
“By empowering them to take responsibility and understand the damage that single-use plastic is having on the environment, Premier League and Sky Ocean Rescue have the opportunity to create a new generation of environmentally-minded young people.”

Alex Scott, Sky Ocean Rescue Ambassador, said: “I’m passionate about working with young people to create a positive change around this important issue. Children are the future and will suffer most at the hands of single-use plastic and so I’m excited to see the kids taking a lead today, pledging to make changes to help save our planet.”

Nick Perchard, Head of Community, Premier League, said: “Premier League Primary Stars uses the inspiration of the Premier League and its clubs to engage young people in a wide range of important areas. The Sky Ocean Rescue Campaign has helped raise awareness of the critical issue of plastic pollution. By joining forces, we are encouraging children and the school community to pledge to make a change, no matter how small, to reduce the use of single-use plastic and contribute to improving the future of our schools, communities and oceans.”

Teachers can download the free Plastic Pollution Challenge resource pack now at:

Evidence Hunter helps teenagers to take a critical look at claims they meet online, in advertising and out of the mouths of celebrities


• New after-school activity pack, from Sense about Science, is designed to provide children with the essential skills needed to reduce the influence of misinformation they find online
• Evidence Hunter activities, tested with Scout groups, encourage children to think critically about where information comes from
• The activities are primarily aimed at children in Key Stage Three at school

Sense about Science, an independent campaigning charity that challenges the misrepresentation of science and evidence in public life, has launched an after-school activity pack designed to give children the tools they need to critically evaluate the claims they meet online, in advertising and out the mouths of celebrities.
With 12 to 15-year-olds spending almost 21 hours per week online, and nearly half thinking it’s difficult to know whether a story they find on social media is true, it is vital they are provided with the tools to critically evaluate the information they receive online.
The new Evidence Hunter activity pack teaches young people the essential skills needed to reduce the influence of misinformation and ‘fake news’ they find online, by encouraging them to look for the evidence and think critically about where information comes from.
The pack is free to download and is aimed at after-school clubs and activity groups, such as the Scouts. The Evidence Hunter pack is being launched as part of our Ask for Evidence campaign that aims to empower people to request the evidence behind claims they find in the media and on online. It builds on the success of the Key Stage 3-4 school lesson pack previously released by Sense about Science, which is available to download from the Tes website.
Evidence Hunter is being officially launched today by Alex Clegg, Campaign and Communications Coordinator at Sense about Science, at The Association for Science Education Annual Conference in Birmingham. He said: “Whether it be at school or at home, children and teenagers encounter all sorts of information on a daily basis; some of it factual, some of it misleading, and some of it completely incorrect.
“Children are well known to ask difficult questions, and Evidence Hunter feeds that inner sceptic with useful questions that will help them critically assess a claim, and judge whether it is bogus or factual. We see this as a vital skill for the younger generation because tackling misinformation and hunting for evidence are lessons for everyday life, not just the classroom.”
Evidence Hunter is specifically designed so an after-school group organiser, or leader, can easily download the pack and follow a step-by-step guide to running the activities. Evidence Hunter assembles the most useful questions, in a series of activities and resources, tried and tested in Scout groups, classrooms and clubs around the UK.
By following the activities in the pack, participants will assess real claims that have been made online, in the media or in advertising, and look at what evidence exists to support them. Examples range from claims about the benefits of products such as charcoal toothpaste and caffeine shampoo, to the impact of lifestyle choices such as the effect of social media use on sleep or whether helping others really does make you happier.
You can download the Evidence Hunter activity pack here.

Queries related to the pack can be directed to
The public are encouraged to share their own experiences of challenging claims and hunting for evidence using the hashtag #EvidenceHunter.
Follow Sense about Science on Twitter for updates @SenseaboutSci