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This is one of a series of resources to support the use of the BBC micro:bit. This resource focusses on pupils designing, programming and using a BBC micro:bit to complete the mission challenge to find out more about the planet Mars.

In this activity pupils will make use of the BBC micro:bit to design and...

This is one of a series of resources to support the use of the BBC micro:bit. This resource focusses on pupils designing and programming a BBC micro:bit to help wheelchair athletes monitor and record their sporting performance over time.

In this activity pupils will make use of the BBC micro:bit to design...

On December 15th 2015 European Space Agency astronaut Tim Peake launched on the six month Principia mission to the International Space Station (ISS). Principia was named after Isaac Newton’s Naturalis Principia Mathematica, describing the principal laws of motion and gravity.

The education and inspiration of...

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This Barefoot Computing resource builds on the ‘Maths quiz with selection’ learning activities which should be undertaken first.

It involves improving an existing Scratch maths quiz and adding score-keeping using...

This is one of a series of resources to support the use of the BBC micro:bit.

In this activity pupils will make use of the BBC micro:bit to design and create a programmable system that can control the temperature and soil moisture levels in a ‘smart’ greenhouse. They will analyse a design brief and design...

Two verticals masts on a horizontal base have ropes tethered to each other’s base. The challenge is to find the height at which the ropes cross. When working on numerical examples, it becomes...

This resource, from the Maths Careers website, explores decimal numbers, predicting terms of a sequence and geometrical pictures and was produced in conjunction by More Maths Grads and the Queen Mary University of London.

The activity invites students find the maths hidden in everyday images, before...

This activity away from the computer is from the Barefoot Computing project. It is intended to provide a theoretical understanding of why and how variables are used in computer programming, using the example of score-keeping in a classroom quiz. Involving several volunteers from the group, the activity uses...