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This e-book gives an introduction to programming in the BASIC language for middle to high school students. It can be used as: *a nine or 18 week-long introduction to programming *a brief introduction to programming concepts *an introduction to data structures for non-programmers * a brief programming project for...

This resource consists of a series of suggested activities and dozens of topic starters for aspects of Computer Science and ICT relating to the Social, Moral, Spiritual and Cultural aspects of the subject. With questions as diverse as Do computers have intelligence? Do animals have souls? If computers are...

Stuart is a software engineer with IBM, he discusses his role in this video. The role involves writing code to test new software developing new software. An avid sport fan, having grown up in the north east, he enjoyed studying maths, physics and IT at school and continued to university to pursue software...

This activity from the CS4FN team at QMUL is a metaphorical introduction to Human-Computer Interaction (HCI), graphical user interfaces (GUIs) and the difficulties of working at the command line.

The whole-class activity uses a game called spit-not-so. The winner of the game is the first to choose, from a...

This resource by Pedagogics explores subtle adjustments to teacher's language in order to be less emotive, more objective-led and promote progress.

This resource features a number of links to other resources relevant to the topic of networks, protocols and security. The Stone Tablet activity itself is an unplugged activity where students model how packets are transferred across a network. It also includes the possibility that some packets do not arrive at...

This guide, for more advanced users of LINUX, shows how BASH scripts can be used for operations on strings and for arithmetical operations. The syntax for BASH is clearly explained.

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...

In this video from Osiris Educational Bill Rodgers discusses his...

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...

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...

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