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In this Nuffield Foundation activity students use the learning skills they have acquired in earlier pods to invent a new game of their own. They need to design and test equipment as well as establish effective rules and a fair scoring system. Groups then present and explain their new game at a sports fair where it...

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Artificial intelligence (AI) is a disruptive technology, meaning that it is significantly changing the way that people, businesses, and industry interact. To put it in context, the invention of the wheel, electricity, TV, and GPS are all disruptive technologies that changed the way in which society worked.

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This Barefoot Computing resource for upper-primary computing lessons uses the creation of a Scratch maths quiz as a basis for learning about algorithms using selection.

Children are asked to create an algorithm that...

This Barefoot Computing resource builds on the ‘Maths quiz with selection’ learning activities which should be undertaken first.

It involves improving an existing Scratch maths quiz and adding score-keeping using...

This activity allows students to investigate how images are produced from data streams by using first a spreadsheet and then an image-processing program. They then go on to see how the usefulness of such a monochromatic image may be enhanced by using lookup tables and calibration. The materials used focus on the...

In this resource designed by the IET, students explore statistics and use them to decide on a ranking of football players. Football players are ranked in different ways and there are a variety of awards they can be presented with. For example, each year the Ballon D’Or is awarded to the player judged to be the ‘...

A cross-curricular programming activity, using loops in Scratch to draw patterns. Learners first design an algorithm to draw a simple 2D shape, and then use the 'repeat' block to generate artwork. It is advised that children have some prior experience of programming in Scratch. Experimentation and debugging is...

This resource, aimed at primary level, helps to develop an understanding of pollination and how flowers attract insects. Linked to the topics of lifecycles, plants and living things and their habitats, it provides an opportunity to identify and name wild flowers, whilst investigating the frequency of different...

This activity away from the computer is from the Barefoot Computing project. It is intended to provide a theoretical understanding of why and how variables are used in computer programming, using the example of score-keeping in a classroom quiz. Involving several volunteers from the group, the activity uses...

This activity shows how Earth observation can be used to study human geography by comparing the satellite images of Las Vegas over the last few decades. Linking to measurement of irregular areas and addition and multiplication of fractions, it asks children to measure the area of Las Vegas at three separate times...

This brief activity uses false-colour images of the Columbia glacier to introduce the idea of using sequences of satellite images to monitor change and focuses on the selection of appropriate data for an investigation.

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