Showing 113 results

Show
results per page

This Barefoot Computing activity for upper primary goes deeper into the concept of algorithms, using logical reasoning and debugging to find errors and to improve accuracy and efficiency. By following instructions, children create diagrams constructed from simple shapes. They are asked to identify errors in the...

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.

...

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...

...

This cross-curricular computing / ICT activity helps children to understand decomposition. They choose a poem and create an animation using Scratch; this encourages them to think deeply about the poem, and to explore the tools available. Children break the poem into pieces (decomposition), then plan the animation...

Computers are often required to find information in large collections of data. They need to develop quick and efficient ways of doing this. This activity demonstrates three different search methods: linear searching, binary searching and hashing. This resource begins with the introductory activity of battleships....

Even though computers are fast, there is a limit to how quickly they can solve problems. One way to speed things up is to use several computers to solve different parts of a problem. In this activity sorting networks are used to do several sorting comparisons at the same time. This resource begins with a discussion...

This activity for younger children introduces algorithms and algorithmic thinking. After first planning how to draw numbers using the simple commands available, children then program a BeeBot to create the shapes (BeeBots are a type of simple programmable rover). By watching and feeding back on each other's efforts...

This introduction to using the small programmable robot, the BeeBot, introduces children to creating simple programs. They learn the importance of sequences of accurate instructions, and test their sequences out using a 'fakebot' or paper-robot. Children are encouraged to debug and develop their sequences before...

For lower-primary children with some understanding of algorithms, this Barefoot Computing activity uses a basic robot (BeeBot) to show how algorithms are executed as stored programs on digital devices. Simple sequences of instructions are given to the BeeBot to 'write' numbers. These algorithms are represented by...

When data is stored on a disk or transmitted from one computer to another, it is usually assumed that it doesn’t get changed in the process. But sometimes things go wrong and the data is changed accidentally. This activity uses a magic trick to show how to detect when data has been corrupted, and how to correct it...

This edition of the Computing at School newsletter, focused on the life and work of Alan Turing, contains articles covering:

*The life of Alan Turing

*Guide to Bletchley Park

*The early history of the Raspberry Pi

*GameMaker

*The Microsoft .NET Gadgeteer prototyping board

*...

This edition of the Computing at School newsletter contains articles covering:

*CAS community resources

*BCS Certificate in Computer Science Teaching

*Master Teachers

*Pedagogy in computing teaching and across the curriculum

*The Barefoot Computing project

*Computational...

Pages