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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 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 activity helps learners become aware of the importance of maths in their vocational area and use mathematical language to describe aspects of a job role. Learners may need support to use appropriate mathematical vocabulary and may require a list or glossary of mathematical terms relevant to their vocational...

This resource from Practical Action includes a presentation and worksheets which give Key Stage Three and Four students opportunities to understand more about the impact of existing and new products on people and the environment. The presentation is packed with useful activities to reinforce students' learning. The...

Standards Unit: Improving Learning in Mathematics professional development materials. Features notes and presentations describing the active learning approaches.

Getting started To encourage participants to: * reflect on their current assumptions, beliefs, and teaching practices; * consider...

This Powerpoint presentation explores practical science in schools and addresses three main questions:
 
  • What is practical science like in many secondary schools?
  • What do we want it to look like?
  • How can teachers, departments and schools be encouraged to plan...

This magic trick from the Computer Science for Fun (CS4FN) team at QMUL is based on a ‘self-working trick’. It includes a set of instructions which, so long as the commands are followed, works every time. It is, therefore, an algorithm.

The trick involves playing cards – the actual value of the cards is not...

This Powerpoint was presented at...

The ‘presentation’ section of the Fixpert's resource focuses on documenting the Fixpert's project in the form of a film, presentation, folder, blog or any other medium students choose. It encourages students to be reflective and critical of their practice, along with developing presentation and story-telling skills...

The STEM Careers Toolkit for Careers Leaders in secondary schools and colleges is filled with creative ideas and practical suggestions on how to build STEM specific content into your careers strategy.

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Artificial intelligence (AI) is a disruptive technology, meaning that it is significantly changing the way that people, businesses, and industry interact. To put it in context, the invention of the wheel, electricity, TV, and GPS are all disruptive technologies that changed the way in which society worked.

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This activity from the CS4FN team at QMUL is a metaphorical introduction to Human-Computer Interaction (HCI), graphical user interfaces (GUIs) and the difficulties of working at the command line.

The whole-class activity uses a game called spit-not-so. The winner of the game is the first to choose, from a...

Using a set of simple ‘swap puzzles’, this CS4FN activity helps students to learn, fundamentally, what an algorithm is and how they can be made more efficient. Students are encouraged to create algorithms for solving the puzzles which can be used by future players to win, with no understanding of the game, in as...

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...

In this activity from the CS4FN team, learners are introduced to algorithms in the context of artificial intelligence. They are challenged to beat a ‘piece of paper’ at a game of noughts and crosses. By following a simple algorithm, the piece of paper becomes very difficult to beat. The algorithm is a sequence of...

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