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This resource provides instructions for building a card buggy and creating a sample programme for your crumble board. You will need motors, a battery pack and connectors to complete the project.

The Crumble “Getting Started” guide includes an overview of the Crumble software and a step-by-step guide to writing your first program. It also covers:

  • Sparkle control
  • Motor control
  • Using inputs (digital and analogue)
  • Using variables and maths in your programs

This set of activities introduces children to cryptography techniques, showing how the use of computers can make encryption quicker and more effective. Some notable examples of the use of encryption in history are mentioned, leading to the use of calculation machines for code-making and code-breaking.

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This activity gives SEND pupils the opportunity to make up a dance routine and create a clear algorithm for a partner to follow. Pupils will learn to follow instructions, create a sequence of instructions for people to follow and to understand that the order of instructions is important. Dance move cards will...

Published by BEAM, this collection provides a selection of resources for teachers of primary mathematics. Included are a number of challenging problems and puzzles, open-ended investigations, cross-curricular activities, and resources to develop, practise and consolidate students' understanding of handling data...

Instant Maths Ideas are aimed at teachers of Key Stage Three but could also be appropriate for use with other age groups. The complete resource contains all eight subject topics together with appropriate resource materials. Each topic has also been included as a separate resource for ease of use. Each topic...

This series of activities is aimed at upper-primary school children and above, and is intended as an introduction to organising and storing data.

Kinaesthetic activities, paper-based and online tasks are used to support teaching of:

*Branching databases

*Fields and records

*Searching...

This report gives details of a series of computing lessons designed to relate fundamental concepts of database use and design to children in Primary and Secondary Education (ages of 6 to 16). The skills and concepts developed in...

Aimed at primary level this resource shows how to incorporate data logging into science lessons. It contains lesson ideas on the topics of sound, habitats, plants and animals in the local environment, light, thermal insulators, separating mixtures, electricity, changing state and sound. The teacher guidance...

This report from Ofsted looks at the provision for excluded pupils. Schools and local authorities are required to provide full-time and suitable education for pupils from day six of fixed-period and permanent exclusions. This survey evaluates the extent to which a sample of schools and local authorities were...

Students who play with objects, listen to music or find other...

This computing resource for primary schools introduces the concept of decomposition through dance. Using combinations of hand-jive, clapping or tutting, the lesson demonstrates how complex sequences of instructions (algorithms) can be broken down into smaller chunks. The children are challenged to look for patterns...

Written in 2009 by the Department for Children, Schools and families, this resource sets out the government's support for behaviour in schools at that time.

Design Club is a social enterprise set up to help children become design thinkers. We create industry-standard resources to help people run design thinking clubs and workshops for 9-13 year olds.

This set of resources contains everything you need to run a Design Club taster project: worksheets, a delivery...

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