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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 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 evaluate...

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...

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...

Students will understand the concept of steganography and will create a bitmap image. They will explore colour depth and know how to convert a custom image to binary. They will be able to decode binary images and use pattern recognition to identify abnormal data.

These resources are set in the context of the...

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...

In this activity, learners will test their product against the design criteria and suggest possible improvements.

In this activity students explore why a water clock was the world's first programmable system. Programmable systems are by no means a modern invention. Many regard the first to be Ktesibios's water clock, which was invented approximately 2250 years ago.

The aim of this activity is that students apply what...

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...

This resource from TechSheCan explores how technology is used to keep us safe online. It references cyber-attacks, facial recognition, hacking home devices and password protection. It includes lesson slides, teacher notes and a homework activity.

 

In this activity, learners will use a vacuum former to manufacture a suitable casing for a programmable product. It...

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...

This brief activity uses false-colour images of the Columbia glacier to introduce the idea of using sequences of satellite images to monitor change and focuses on the selection of appropriate data for an investigation.

This short activity introduces students to the ideas of the footprint and resolution of an image, asking them to choose and use appropriate methods to calculate how these quantities would change as they moved a camera to a series of vantage points above the surface of the Earth

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