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In this project, part of the HTML and CSS projects , you’ll be introduced to HTML & CSS by learning how to make your own ...

Mobile app development is an engaging way for students to learn programming and interface design as many do, indeed, "love their smartphone".

This complete learning package teachers the origins and development of the smartphone, helping them to appreciate the amount of technology packed into their pocket. It...

There is a high demand for engineers in the UK and engineering is one of the most in demand jobs globally. From apprentices to technicians; graduates to postgraduates, engineers are needed at all levels, in a wide range of sectors.

This leaflet provides guidance for teachers, with key points about...

In this full scheme of work, designed for a series of two-hour double-lessons, students develop a Mars Rover for NASA based on a standard VEX design. They learn about the components of a robotics system including control units and data communications, and work through a design process towards a prototype. The VEX...

This activity from the Computer Science for Fun (CS4FN) team at QMUL is an introduction to algorithms suitable for those in upper primary school. A ‘self-working’ magic trick is shown – this is a trick that works every time, as long as the process is followed exactly. No understanding of the trick is needed by the...

Designed for students who have advanced through Scratch and are ready for additional challenge, this resource explores Build Your Own Blocks (BYOB) as a tool for learning modular programming using procedures. 

After examining, briefly, the history of the computer and the Turing Test as a measure of their...

These paired activities, from Paul Curzon of the CS4FN team, offer an interesting slant on search algorithms and their relative efficiency.

Students are asked to consider sufferers of ‘locked-in syndrome’, a condition that leaves a healthy mind inside body that is, often, completely paralysed. If the...

This sample, taken from a teacher guide, makes use of Lego NXT programmable kits to create musical instruments. Controllable devices are built that can ‘play’ percussion instruments such as a xylophone and a drum; other ideas include making a trumpet using NXT touch sensors for buttons, or controlling tone using...

This Challenge Pack, from the British Science Association, aims to give students aged 11-16 and their teachers and educators support to create a science, technology, engineering or maths (STEM) project that they can enter into the National Science + Engineering Competition.

Through creating a project, young...

This series of five one-hour lessons covers computer networks at secondary-school level. The objectives of the lessons are:

  • Describe what a network is, the difference between a LAN and a WAN and identify three network topologies.
  • Describe pieces of hardware that are needed in a network.
  • ...

This study unit offers some practical strategies that teachers use to structure learning. The techniques suggested are tried and tested; they draw on both academic research and the experience of practising teachers.

By working through this guide you can build your teaching repertoire step by step, starting...

Scientists at the University of Oxford are developing and improving computer programs that can learn. Often it is useful to feed computer programs a series of images and to get the computer to identify or sort them in some way, but how do computers create or store...

This resource develops coding with RobotC, in combination with VEX robotics. It provides a series of student tasks that increase in difficulty over time, developing student awareness of RobotC and its application within robotics. This resource would work as a compliment to using VEX IQ in the classroom and as a...

This series of three lessons introduces Python programming to students in secondary school. The lesson objectives include:

  • Creating simple code including the input and print scripts
  • Using "If statements" to make a decision
  • Using the random function in programs

Detailed...

Note - These lessons use the book 'Ready Player One' as a starting point, teachers will need to obtain a copy of the book before using the content, the school library may have a copy that could be used.

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