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This activity for younger children introduces algorithms and algorithmic thinking. After first planning how to draw numbers using the simple commands available, children then program a BeeBot to create the shapes (BeeBots are a type of simple programmable rover). By watching and feeding back on each other's efforts...

A set of simple scratch ‘debugging’ activities that children can use to apply their understanding of programs and codes.  Children are shown a series of faulty programs which are based around the water cycle.  They are then supported to use logical reasoning to locate and fix the bugs within them.  Notes for...

In this activity, students create colour images from satellite data. This allows them to study how different surfaces reflect different wavelengths of light, how coloured images are created using an RGB model, and how band combinations can be chosen to examine a particular landscape effectively.

This cross curricular activity includes science content from Year Four of the primary curriculum. It introduces programming and control, linked to the outside world through sensors - in this case, the computer's built-in microphone or a peripheral microphone. Programs are written using Scratch (online or offline)...

This computing resource for primary schools introduces the concept of decomposition through dance. Using combinations of hand-jive, clapping or tutting, the lesson demonstrates how complex sequences of instructions (algorithms) can be broken down into smaller chunks. The children are challenged to look for patterns...

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 Barefoot Computing resource for upper-primary computing lessons uses the creation of a Scratch maths quiz as a basis for learning about algorithms using selection.

Children are asked to create an algorithm that...

This Barefoot Computing resource builds on the ‘Maths quiz with selection’ learning activities which should be undertaken first.

It involves improving an existing Scratch maths quiz and adding score-keeping using...

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...

A cross-curricular programming activity, using loops in Scratch to draw patterns. Learners first design an algorithm to draw a simple 2D shape, and then use the 'repeat' block to generate artwork. It is advised that children have some prior experience of programming in Scratch. Experimentation and debugging is...

A useful handbook for setting up a student-led STEM club, with exemplars from three schools.

It is increasingly recognised that giving students opportunities to act as ambassadors and mentors for STEM subjects outside of school can be of great benefit to the individual, their institution, and to the broader...

This activity away from the computer is from the Barefoot Computing project. It is intended to provide a theoretical understanding of why and how variables are used in computer programming, using the example of score-keeping in a classroom quiz. Involving several volunteers from the group, the activity uses...

This activity shows how Earth observation can be used to study human geography by comparing the satellite images of Las Vegas over the last few decades. Linking to measurement of irregular areas and addition and multiplication of fractions, it asks children to measure the area of Las Vegas at three separate times...

This brief activity uses false-colour images of the Columbia glacier to introduce the idea of using sequences of satellite images to monitor change and focuses on the selection of appropriate data for an investigation.

This short activity introduces students to the ideas of the footprint and resolution of an image, asking them to choose and use appropriate methods to calculate how these quantities would change as they moved a camera to a series of vantage points above the surface of the Earth

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