Listing all results (7)
Dijkstra's Algorithm
Dijkstra's algorithm finds the shortest path for a given problem. Dijkstra's algorithm can be used to find the shortest route between two cities. This algorithm is so powerful that it not only finds the shortest path from a chosen source to a given destination, it also finds all of the shortest paths from the...
www.ispython.com
My website set up for teachers of Computer Science. Essentially to aid teaching at top primary through to final year secondary. Lessons, worksheets and open source software free to download from the repositories. Includes a Course for CAS Master Teachers delivered at UCL in 2016. A substantial amount of unplugged...
Editable & Printable Scratch 2.0 Blocks
A full set of Scratch blocks (Scratch 2.0) including the blocks inside the Sensing, Operator, Data, Custom palettes and LEGO™ WeDo motor blocks.
The blocks can be edited and scaled using image editing tools (e.g. Illustrator, Inkscape,...
Raspberry Pi Minecraft Pi Unit
Seven differentiated challenge sheets for Minecraft Pi on the Raspberry Pi. Tested on over 600 of my KS3 students!
I wanted to create a 4-hour block of lessons using Minecraft Pi on the Raspberry Pi, giving students the chance to pick an idea to code in their pairs. Having introduced the students to the...
Exploring the adoption of gaming-making technologies in non-STEM classrooms
Exploring the adoption of gaming-making technologies in non-STEM classrooms, with children with special educational needs and disabilities.
This is a PowerPoint presentation delivered at the STEM 16 conference in York.
Project website: http://no1leftbehind.eu/...
The First Programmable System
In this activity students explore why a water clock was the world's first programmable system. Programmable systems are by no means a modern invention. Many regard the first to be Ktesibios's water clock, which was invented approximately 2250 years ago.
The aim of this activity is that students apply what...
Writing a Flowchart
This engineering activity, suitable for children in computing lessons, looks at the basics of flowchart construction.
Simple examples, such as the decisions made by a dog chasing a stick, are used to make flowchart representation of algorithms accessible to younger children.
A simple design activity...
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