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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 handy guide has been produced with a view to helping others deal with the practicalities of starting up a STEM Club. The guide includes advice on the following:

  • Decide on why you want to set up a STEM club
  • Approach people who might be interested in getting involved
  • Timing
  • ...

Published termly and supporting the primary, secondary and further education sector, these insightful magazines contain interviews, features, news, and tips on teaching and learning in STEM related subjects.

The STEM...

Under the banner of Building the next generation, three of the issues for trainee teachers are explored. Margaret Smith considers of what an initial teacher training programme for science teachers should consist, Tracey Baxter explores what is needed to create a ‘gold-plated’ curriculum plan for a science...

This collection contains a number of resources dedicated to STEM competitions, awards and olympiads.

This issue of the magazine includes the following articles:

  • Have your Pi and eat it too by Michael Anderson
  • Bananas are big business by Ed Walsh
  • The E in STEM by Gill Collinson and Gemma Taylor
  • Celebrating International Darwin Day by Simon Quinnell
  • Applying learning...

This issue of magazine includes the following articles:

  • Preparing BTEC students for university by Adrian Greenall
  • Future careers in magic by Dave Gibbs
  • What does a good science scheme of learning look like? by Mark Langley
  • Exploring our universe by Tom Lyons
  • Moving...

This document from the Department of Education looks at how St Gregory's Catholic Science College uses weekend detentions to deter behaviour. The resource explores the Saturday detentions and the visibility of senior staff, as part of the managing behaviour and bullying in schools case studies.

Behaviour...

This collection of resources supports computing and computer science in upper secondary schools. The resources offer in-depth learning opportunities covering programming with Python as well as other aspects of the curriculum.

The copyright for the collection is owned by Axlesoft Ltd and is available for use...

This guide shows how the BrickPi can enable novice programmers to use Scratch to control complex robots and models.

The instructions need to be followed using Scratch on the Raspberry Pi computer. The resulting programs use different input and output devices, including touch and colour sensors and motors....

The Scratch Patch collection is a series of articles from the MagPi Raspberry Pi magazine. The practical activities contained can be used, generally, with any version of Scratch – on a Raspberry Pi or any other computer. The activities are very directed, in support of students in the early stages of learning...

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...

This report is the outcome of a project initiated by the Royal Society in August 2010. The project was prompted by a high degree of concern about aspects of the provision of education in Computing in UK schools. The project was guided by an Advisory Group that brought together individuals and representatives with a...

Siemens have created a number of high-quality engaging online interactive games and activities for pupils of all ages covering many aspects of the STEM curriculum.  Topics range from cybersecurity to carbon emissions; programming to dressing a site worker in appropriate personal protective clothing. Many of the...

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