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Students who refuse to follow instructions are among the most...

This document from the Department of Education looks at how Saint Benedict Academy supports pupils who persistently misbehave in their turnaround centre and deal with poor behaviour consistently. The resource explores the school's turnaround centre and it's 'C' system, as part of the managing behaviour and bullying...

This activity follows on from a previous graphics surface project. Previously a single graphics surface was created - this Python program uses multiple surfaces to build more complex graphics and to create effective animations.

Students are encouraged to experiment with the behaviour of the program, and to...

A terrifying virus has been spreading around the world. In a matter of weeks, it has killed 90% of the world’s population. Even worse, the victims don’t stay dead. Now, these zombies are roaming the streets looking for their next meal: your brains! Your challenge is to stay alive until scientists find a cure. Be...

You’re in the middle of a once-in-a-lifetime sailing trip around the world. As you pass the tropics, you plough into a pile of floating debris. A large log smashes into your hull and your yacht quickly sinks. Luckily for you, you’re a great swimmer, and you can see a small island on the horizon. Unluckily for you,...

Using a set of simple ‘swap puzzles’, this CS4FN activity helps students to learn, fundamentally, what an algorithm is and how they can be made more efficient. Students are encouraged to create algorithms for solving the puzzles which can be used by future players to win, with no understanding of the game, in as...

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 ‘...

The Computing at School newsletter is published three times a year. It is full of practical ideas for teachers of computing in primary and secondary schools, with articles contributed by a number of CAS members. With input from teachers, academics, advisors and industry professionals, it provides a varied source of...

This document from the Department of Education looks at how St Gregory's Catholic School Science College educates pupils and parents about cyberbullying through newsletters, their 'Parent Zone' and curriculum. The resource explores the school's resources for parents, mobile phone and behaviour polices as part of...

This infographic gives a clear overview and summary of the progression of the Teach Computing Curriculum through each key stage and year group from the beginning of key stage 1 through to the end of key stage 4 with suggestions for post-16 options.

The Teach Computing Curriculum resources contain everything...

This resource contains a variety of activities and teacher resources to help students develop their problem solving skills, these are mostly through the use of unplugged activities which also encourage the development of skills associated with creating algorithms. The resources consist of teacher guides for each of...

A series of five lesson plans aimed at students with no knowledge of Python. In the description it is stated that depending on the students' level of ability these might be adapted to take up to eight lessons. The resource contains some discussion about how and why one might want to start using Python as their...

This booklet contains all the IET teaching resources for the BBC micro:bit.

Tech We Can provide free learning materials to educators to inspire all pupils about a future in computing and technology careers. The resources in this collection show how technology can be used in manufacturing and to enhance security.

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...

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