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This booklet was created by the Computer Science for Fun team (Paul Curzon, Peter McOwan and Jonathon Black), for a Junior School project on artificial intelligence. Its articles include:

  • The history of ‘living dolls’
  • How we recognise intelligence - which animals / machines are clever?
  • ...

In this activity, part of a group of Python inspired resources,  students will learn how to write a Python program telling people all about you.

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This edition of the Computing at School (CAS) newsletter covers a range of topics including:

*Unplugged computing magic tricks

*Programming using Alice, Scratch and GameMaker

*Making games with Kodu

*Object oriented programming in Java with Greenfoot

This short activity for primary school computing uses art to introduce the concept of abstraction. During a ‘guess what’ game the children are asked to represent a word on a card using drawing or modelling – in doing so they unconsciously concentrate on just the most important aspects of the idea they are...

Students often find it difficult to understand the related concepts of acceleration and speed. Making use of the BBC micro:bit on-board accelerometer, this playful activity allows students to get an intuitive understanding through hands-on activity.

The simple game requires that students maintain...

Introduction to the Grand Challenge resources

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This resource forms part of the ageing society resources from the Grand Challenges resource collection.  The introductory video can be found here.

The ageing society – level 1 resource package consists of activities designed to run for around five hours which are...

This resource forms part of the ageing society resources from the Grand Challenges resource collection.  The introductory video can be found here.

The ageing society – level 2 resource package consists of activities designed to run for around two to three hours...

This resource forms part of the ageing society resources from the Grand Challenges resource collection.  The introductory video can be found here.

The ageing society – level 3 resource package consists of activities designed to run for around two to three hours...

From a more mathematical perspective this time, this document covers the derivation of algorithm complexity. It could be used in the classroom as extension reading  or as a homework. 

Abstraction is the representation of essential features without including unnecessary details.  It is used to reduce the complexity of systems for users, hiding how things actually work, applying algorithms to different contexts and producing suitable user interfaces.  The first video explains the concept at a...

This booklet contains a number of very briefly described algorithms, which students are then expected to analyse, develop an algorithm for and then implement in a language of their choice. Each section contains success descriptors at three different levels which could be adapted to meet the requirements of an...

This activity introduces pupils to algorithms and gives them the opportunity to create and debug simple programmes using bee-bots. Throughout the three activities pupils will be taught that algorithms are clear step-by-step instructions before programming a bee-bot to follow their own inventive algorithms to reach...

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