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The twenty seven challenges contained in this booklet are designed to challenge and inspire students whilst helping them on their journey to becoming a ‘computational thinker’. The ideas contained in the booklet will also provide useful teacher stimulation when planning lessons.

Many of the challenges...

This activity shows how to accomplish a simple, but nevertheless seemingly impossible task -making a fair random choice by flipping a coin, between two people who don’t necessarily trust each other, and are connected only by a telephone. The resource begins with a detailed explanation of the activity and...

This edition of the Computing at School newsletter focuses on teaching computing in primary schools, and contains articles covering:

*Pedagogy of computing in primary schools

*National curriculum programme of study

*Game design in the primary classroom

*Primary – secondary transition...

This introduction to programming in Scratch uses a trivial example to demonstrate simple audio and animation. It is written for Scratch 1.4 but can be easily adapted for later versions. ...

This game-writing activity using Scratch will bring back youthful memories for some! It provides...

This practical guide to creating a simple game is aimed at those new to programming with Scratch...

This edition of the Computing at School newsletter contains articles covering:

*Computing in the national curriculum

*Computational thinking in the classroom

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Many real-life situations can be modelled in the form of a network or “graph” of the kind used for colouring in the Poor Cartographer – Graph ...

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