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Showing 117 results
This unplugged activity from the CS4FN team uses two examples – an insulting computer and one that can play snap – to look at simple computer programming, flow of control and logic. Everything is provided for this front-of-class activity, which would act as an effective starter for a lesson on programming concepts...
This resource contains a series of card tricks. Each trick is presented in two parts. In the first part enough detail is given so that the trick can be performed. A description of the desired effect is given followed by an explanation of the mechanics of the trick – actually what is done to ensure the trick works...
The Magic of Computer Science II begins with an introduction to the resource, explaining the basic concepts used in the book. There follows descriptions of how to perform seven tricks with explanations of how the trick works and the computer science concepts illustrated in the tricks.
The joker in...
The third collection of magic tricks, from Paul Curzon and Peter McOwan, is entitled ‘magic meets mistakes, machines and medicine. The five card tricks contained make use of maths and computer science theory, and are used by real magicians.
Each trick includes magician’s instructions. The theory behind each...
Containing two linked activities, these resources from the CS4FN team introduce graphs to represent inter-related data and algorithms to negotiate them.
Suitable for non-programmers being introduced to algorithms, the two challenges – the Knights Tour and the Tour Guide – are similar. Both use graphs as...
Scientists at the University of Oxford are investigating how computers could be used to assess online information for trustworthiness. This could be particularly useful to help people interpret information about recent or rapidly changing incidents.
...This sample of a teacher guide introduces basic robotics using VEX IQ robotics kits and ModKit programming software – the activities are based upon a single robot model which can be constructed from the VEX starter kit.
Students learn about basic movement of the robot rover, as well as related challenges, in...
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
In this activity students take on the role of Earth observation scientists submitting a request for an image they would like for their research. This gives them the opportunity to consider the possibilities of pictures taken from orbit (and the limitations) and to write scientifically for a specific audience. It...
In this activity children take on the role of Earth observation scientists submitting a request for an image they would like for their research. This gives them the opportunity to consider the possibilities of pictures taken from orbit (and the limitations) and to write scientifically for a specific audience. It...
This lesson focuses on the reliability of computer systems, and specifically how this applies in the case of self driving cars, and what some of the implications might be if this reliability is not demonstrated. Students begin by...
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 requires...