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On World Bee day help to highlight the importance of bees to the environment and humankind with these useful resources which can be linked to a variety of subjects for different age ranges.

They include activities to help identify different species of bee and bee pollinated plants through to resources...

This resource highlights a variety of computing resources which can be adapted and used to inspire football or sports-themed activities. They can be used in the classroom to develop pupil's computing skills and knowledge. It’s not just about sport – these resources can also encourage young learners to think about...

This Barefoot Computing activity for lower primary children uses simple sequences of instructions to explore a world map. They use logical reasoning to predict the outcome of instructions that are 'programmed' into a simple game, made using Scratch 2. Children learn about the continents by guiding a simple robot...

World Quantum Day aims to promote public understanding of quantum science and technology around the world. The UK is at the forefront of research into Quantum Technology, where physics pushes the cutting edge of technological innovation. 

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This day founded by the Rainforest Partnership highlights the work of this global movement to protect and restore rainforests.

The activities highlighted here cover those suitable for primary which include:

  • looking at the both tropical and temperate rainforest habitats
  • studying and...

This list highlights a number of resources that could be used for by different subject areas for different age groups on World Rivers Day.  The theme of rivers covers a wide range of STEM topics from building bridges, harnessing their energy to generate electricity, to their importance in terms of the provision of...

This engineering activity, suitable for children in computing lessons, looks at the basics of flowchart construction. Simple examples, such as the decisions made by a dog chasing a stick, are used to make flowchart representation of algorithms accessible to younger children. A simple design activity requires...

This books is designed to introduce and teach how to write and understand control sequence programs. It includes hands-on activities and projects, helpful hints and tips and teaches up-to-date computing techniques and tools.

This resource includes two activities, demonstrating how to read and write to and from external text files. The first example shows how to use Python to create a html web page, which is then opened in a browser. The second program displays fading titles pulling data from an external text file, in this case a '...

This series of practical STEAM activities have been produced by Rolls Royce for Year 1 pupils. Within the collection there is an art and design, engineering, maths, science and technology activity which can be used to enhance existing pupil knowledge or to teach a key area of the KS1 Science, Maths, Design...

These resources have been created for Year 2 pupils in line with the KS1 science, maths, computing, art and design technology curriculum.

This series of practical STEAM activities have been produced by Rolls Royce for Year 2 pupils. Within the collection there is an art and design, engineering, maths, science and technology activity which can be used to enhance existing pupil knowledge or to teach a key area of the KS1 Science, Maths, Design...

This is an electronic version of the Teach Computing Curriculum summative assessment for the Year 3 unit - Branching databases. The links below enable teachers to duplicate a copy of the question banks into their own Google or Microsoft accounts, so they can assess pupils' knowledge on the topic.

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This is an electronic version of the Teach Computing Curriculum summative assessment for the Year 3 unit- Connecting computers. The links below enable teachers to duplicate a copy of the end of topic assessment questions into their own Google or Microsoft accounts, so they can assess pupils' knowledge on the topic...

This is an electronic version of the Teach Computing Curriculum summative assessment for the Year 3 unit - events and actions in programming. The links below enable teachers to duplicate a copy of the end of topic assessment questions into their own Google or Microsoft accounts, so they can assess pupils' knowledge...

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