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This collection comprises of Code for life Rapid Router with Python and Code for life Rapid Router with Blockly resources. They are aimed at both primary schoolchildren of all ages learning early computer programming as well as secondary school...

Pupils can explore the characteristics of the surface of planet Mars and will learn how to navigate a planetary robotic vehicle on to it. The resource focuses on coding and uses Open Roberta Lab which is an online simulation tool. Pupils will become familiar with the main characteristics of the Martian surface and...

This activity will support pupils to design and programme a Maze Air Speed Record game using the coding package Scratch. Pupils will learn to programme sprites, scripts, costume and stage and the activity can be used to consolidate learning or to teach the Scratch programme for the first time. This activity is part...

This activity involves planning and block coding a whack ‘em all style game with a score and timer in Scratch, using selections and variables. The lesson focuses on exploratory learning, giving the pupils time to explore and work out for themselves how to create the code needed for their game. 

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This is one of a series of resources to support the use of the BBC micro:bit. This resource focusses on pupils designing, programming and using a BBC micro:bit to find other micro:bits in a class treasure hunt.

In this activity pupils will make use of the BBC micro:bit to design and create a programmable...

In this video from Osiris Educational Bill Rodgers discusses what effective colleague support can reasonably be given when dealing with behaviourally...

Computers store drawings, photographs and other pictures using only numbers. The following activity demonstrates how they can do this. This resource includes ideas teachers can use to introduce the topic in order to develop understanding of image representation followed by two activities to be used as reinforcement...

This resource focuses on the breadth and depth of the subject with a focus on networks and communications (with links to data and data representation) and an emphasis on understanding how this can be implemented in classrooms whilst taking into account progression through Primary education. It contains a series of...

STEM Clubs are not just for schools! They are a powerful and enjoyable way to engage young people with science, technology, engineering and mathematics (STEM).

This poster is for anyone wishing to advertise a STEM Club in their local communities, be it a one-off session or recurring club; in a library or...

This diagram supports the understanding of computational thinking, a skill in the primary computing curriculum. Students studying computing will gain an understanding of computational systems of all kinds, whether or not they include computers.

Computational thinking is the thought processes involved in...

This 'concept card' from the Barefoot collection explains 'computational thinking': *What it is *Why it is important *What it looks like in the primary curriculum *How to find out more It supports teacher understanding to improve their teaching of the Barefoot activities.

A comprehensive guide taken from the Quickstart guide to what computational thinking is and what it might look like in the primary classroom. It involves classroom activities which include:

  • Writing algorithms and looking for patterns (generalisations) in comparison to other students’ algorithms.
  • ...

Published by the Mathematics Centre at the University of Chichester, this booklet describes ideas that have been used with students aged 9-11 , although there are indications that older students would benefit from them too. In the first part of the booklet much use is...

This booklet, from the Mathematics Centre at the University of Chichester, explores how the microcomputer can be a valuable tool when engaged in investigating a situation that leads to such laborious arithmetic that the 'sums' spoil the activity, especially in the...

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