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In this challenge, students are asked to evaluate an existing product – a step counter or pedometer. They then create a step counter to encourage healthier lifestyles among teenagers. It is based on a BBC micro:bit device which includes an accelerometer capable of detecting ‘shake events’. These events are then...

The guide Pictorial representation, from the Nuffield Mathematics Project, was designed to help teachers of students between the ages of 5 and 10. The guide deals with graphical representation in its many aspects. It contains helpful notes for the teachers as well as ideas and examples of students’ work.

Scientists at the University of Oxford are developing and improving computer programs that can learn. Often it is useful to feed computer programs a series of images and to get the computer to identify or sort them in some way, but how do computers create or store...

The growth of plants in space is a keen area of experimentation, including ongoing work aboard the International Space Station. Successful crops will help astronauts to spend longer in space, boosting their healthy diet while reducing the mass of prepared food that must be transported from Earth.

Using a...

This five hour teaching pack examines how everyday technologies can be connected via the Internet Of Things (IoT) to improve fire safety. 

From the sensors...

This resource develops coding with RobotC, in combination with VEX robotics. It provides a series of student tasks that increase in difficulty over time, developing student awareness of RobotC and its application within robotics. This resource would work as a compliment to using VEX IQ in the classroom and as a...

This is a resource aimed at students aged 11-14. It is one of a series that support the use of the BBC micro:bit in the classroom. The pack contains several lesson plans, presentations and student handouts. The first ‘unplugged’ lesson introduces students to how programmable systems work, the second they are walked...

A booklet containing lots of generic programming theory. The topics include:

  • What is a program?
  • High level languages and machine code
  • Design methodologies
  • ...

Ideal for a Halloween-themed coding lesson! Using sparkles to mirror a candle in a pumpkin – can you make it flicker or only come on once it’s dark?

This series of three lessons introduces Python programming to students in secondary school. The lesson objectives include:

  • Creating simple code including the input and print scripts
  • Using "If statements" to make a decision
  • Using the random function in programs

Detailed...

The Raspberry Pi is a low cost, credit-card sized, programmable computer which has been developed by the Raspberry Pi Foundation.

OCR have been working in collaboration with Raspberry Pi and with leading practitioners to create resources that support the use of the Raspberry Pi in the classroom.

This resource has been developed by the Raspberry Pi Foundation in conjunction with OCR.

The Flashing Light LED Recipe Card explains how to turn an LED into an output device for your Raspberry Pi. The resource guides the learner through the steps required when writing the program to make the...

Note - These lessons use the book 'Ready Player One' as a starting point, teachers will need to obtain a copy of the book before using the content, the school library may have a copy that could be used.

...

This magic trick from the Computer Science for Fun (CS4FN) team at QMUL is based on a ‘self-working trick’. It includes a set of instructions which, so long as the commands are followed, works every time. It is, therefore, an algorithm.

The trick involves playing cards – the actual value of the cards is not...

Ideal for a Halloween-themed coding lesson! Using sparkles to imitate eyes in a portrait – but can be made harder using LDRs or making the lights fade in and out.

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