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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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The STFC Lunar Rocks and Meteorites Loan Scheme has been running since the mid 1980s. It has lent the NASA Moon rock discs and meteorites to thousands of schools, museums and outreach organisers. The collection has been produced by the ASE with the University of...

This resource was produced by the Association of the British Pharmaceutical Industry (ABPI) as part of their 'At Work With Science' materials. In this interactive resource, students are introduced to the legal aspects of the Health and Safety regulations; the concept of risk assessments and how to develop them....

This activity encourages learners to think and talk about the maths they might need in Agriculture and Animal Care, and helps them and their teacher find engaging starting points. The objectives of the activity are to become aware of and reflect on personal attitude to maths, to become aware of some of the maths...

This multimedia package was developed by the Gatsby Science Enhancement Programme to support and extend the teaching of sensors to students aged 14-19. The development and use of sensors is a rapidly growing area. Students should already have some familiarity with sensors through their use in a classroom context in...

Volume two of two publications produced by the Spode Group with the aim of providing a useful set of examples that are convincing applications of mathematics and applications which can be taught in schools.

This...

This CensusAtSchool resource is based on key concepts needed by students doing GCSE mathematics, although it may be useful for an introductory review at A level or for strong Key Stage Three students. Pairs are asked to discuss statements on cards and decide, with...

To play a simple game called Hexapawn, an ‘artificially intelligent’ computer is created made entirely from sweets. The game is like a mini version of chess; the rules are explained fully, and a playing board drawn. The ‘machine’ then ‘learns’ how to improve its playing of the game by trial and error and by ‘...

This CS4FN activity from the team at Queen Mary University of London highlights some issues encountered during the design of human-computer interfaces (HCI). It acts as an introduction to HCI, introducing the need to translate problems and to understand how people behave.

The activities include a robot...

This folder of guidance and resources was published for UNESCO by the Association for Science Education. The resources consisted of 26 modules each with Student’s Notes and Teacher’s Notes.

UNESCO Project 2000+ was a collaborative partnership between eleven major international agencies and inter-governmental...

[b]Functions and their derivatives:[/b] the objective of this activity is to develop skills in working with functions, their derivatives and function notation. The suggested activity begins by asking students to explain what is meant by f'(3) and what is the difference between f(2) and f'(2). There follows a...

[b]Using positional vocabulary[/b]: the objective of this activity is for students to practise using positional vocabulary. The suggested activity requires students to hide an object in the classroom, then give directions to other students in order to find the missing object. The resource contains many prompts,...

This new curriculum resource from CensusAtSchool is presented at two levels of difficulty. This idea is relatively current as it links with the 'Da Vinci code' and the theory of the Vitruvian man as put forward by Leonardo da Vinci (1452–1519).

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Produced by the Wellcome Trust, these resources include an interactive evolutionary tree and a video of the Tree of Life. These materials will help students to find out more about the work of Charles Darwin and evolution. The resources contain:

Tree of life video: The video is a short...

Produced by ARKive, a database of stunning natural history images, this activity is designed to teach students aged 11 to 14 about the identifiable features of different types of animals and how they are classified. The activity is also suitable for students aged 14 to 16 and beyond. Using a quiz format, students...

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