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Itching for more

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...

Starting from Scratch

Scratch is widely used in primary schools to teach children basic programming. This resource goes deeper, making use of the familiar Scratch environment to take students deeper into programming concepts such as:

  • Algorithm design
  • Parallel and sequential instructions
  • Event-driven...

I love my smartphone

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...

Networks

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. *Explain what an IP...

The Lady or The Tiger

The story, lesson plan, content guide and other "The Lady or the Tiger?" printable PDFs listed at the right compose the climactic learning experience in an early module of three lessons which introduce the concept of binary.

In the first lesson, the class shares a community reading of an adaptation of Frank...

Key Stage Three Assessment Framework

Produced by Oldbury Wells School, this set of 'I Can...' statements can be used for self-assessment and teacher assessment of computing skills and knowledge. Linked to the popular 'Progression Pathways' published by Computing at School, the documents use accessible language and an easy-to-read layout. Suitable for...

Shakespeare Comic Book

This four-lesson sequence teaches students to create multimedia for a given purpose.

Using digital cameras and special desktop publishing software, students create a comic-book representation of the life of William Shakespeare. They are required to plan and execute the project from the beginning and to...

Python

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 lesson...

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