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My school day: introducing computer science ideas at KS1

This flexible activity could be used for introducing a number of computer science ideas:

  • Abstraction: before introducing these cards, can the children draw or verbalise a simplified day in their life?
  • Sequences: can the children put the events in order?
  • Decomposition: can the children...

Radar: seeing the unseen

This activity booklet uses the real life context of air traffic control using radar signals to identify the position of an aeroplane that students act out. It provides them with an opportunity to use their knowledge of waves and speed = distance / time to calibrate and calculate the distance a plane is from the...

Build your own Crumble cart

This activity provides instruction for how to build your own Crumble cart. Using only the card or paper template provided you can build a simple cart to house the Crumble motor, by following the demonstration video. This template requires no glue or sellotape, making it simple to do and easy to follow. 

Robot head templates for micro:bit

Bring physical computing to life, whilst introducing the micro:bit to pupils, with these robotic head templates. Program sequenced animations on the micro:bit and then use the templates to display the micro:bit through a robotic form.  A template is provided for printing on paper or card, as well as files for 3D...

Making story books interactive with physical computing

Combine Makey Makey and Scratch in this storybook programming activity. These resources show pupils how to make a simple four-page story book, with buttons to press for sounds, coded through Scratch.

RAF Code Commanders - cosmic launch project

This activity is a space-themed coding project for learners, combining six to ten hours of STEM linked learning. These lessons use Scratch game creation to explore space and interplanetary missions.

Lesson 4 - Networks and servers

In this lesson, learners will be introduced to the concepts of peer-to-peer and server–client network models. First, they will create a virtual peer-to-peer network, and gain an understanding of how data is shared in such a network and what the pitfalls of this network model are. Then, they will be able to connect...

Lesson 2 - Creating and debugging algorithms

In this activity children create an algorithm or a sequence of instructions. They test and debug their algorithms and refine them to improve how well they work. Working together they play a game, instructing the ExoMars rover, Rosalind Franklin, to reach the drilling station, avoiding crashing into other rovers....

Lesson 4 - Communicating images

In this activity children explore how images are stored and communicated by computers (including robots and rovers). They learn how a picture is made up of pixels and how each pixel is coded for by a number code, which is then converted into an image. Children learn about Binary code and how it is used to represent...

Lesson 3 - Flow charts and decisions

In this activity children use and create flow charts and are introduced to the idea of loops to repeat instructions. The activity uses the context of Mars exploration, with children using their instructions to help guide the ExoMars rover across the surface of Mars.

This activity has been provided by ESERO-...


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