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This activity, one in a series, uses traffic lights and control of vehicles to explore if-else, if, and wait commands, and to learn about variables.

A set of onscreen programming challenges are supported with teacher guides, worksheets, model solutions, assessment activities, wall displays and overview...

This lesson utilises challenges created by children during lesson 9 of the Blockly 'Rapid Router' course. While attempting to follow a programming challenge written by someone else, debugging skills and logical thinking are encouraged. Children are also required to use loops and other constructs independently....

In the third lesson of the course, children use direct 'remote control' of the Rapid router van to gain experience before starting to program their own sequences of commands. They also start to debug simple sequences.

The resource contains assessment records, wall displays, and activity solutions.

In this Rapid Router activity, children progress from block-based programming to the textual environment of Python. In doing so they learn about the nature of text-based coding, including the need for precise syntax and how it is structured.

The progression is handled gently, with code compared in both...

This Blockly lesson from the Rapid Router course examines selection using IF statements. Nesting IF statements within loops is also studied, and a video explains the importance of selection in programs.

An 'unplugged' activity reinforces understanding before the children code their solutions in Rapid Router...

This activity explores the concepts of pattern recognition and problem decomposition. It illustrates these ideas using a popular children's book, "We're going on a bear hunt" by Michael Rosen.

Children are asked to apply their understanding by then creating functions using the Blockly editor on the Rapid...

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The second lesson using Blockly in upper primary within the Rapid router game-like environment. This activity introduces conditional repeat statements that loop until a condition is met. Videos are included that explain to children why conditionals are useful. Also included are worksheets, assessment forms, model...

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...

A cross-curricular programming activity, using loops in Scratch to draw patterns. Learners first design an algorithm to draw a simple 2D shape, and then use the 'repeat' block to generate artwork. It is advised that children have some prior experience of programming in Scratch. Experimentation and debugging is...

Cryptographic techniques enable information to be shared with other people, yet still maintain a surprisingly high level of privacy. This activity illustrates a situation where information is shared, and yet none of it is revealed: a group of students will calculate their average age without anyone having to reveal...

This unplugged computing activity from the Barefoot Computing project teaches basic algorithms through thinking about classroom rules. Using the idea of 'fair sharing', it covers sequences and basic do-while loops, and asks children to perform basic debugging. Suitable for children in early primary settings, it...

In this activity SEND pupils will develop their skills of abstraction and learn to select only the important information. Pupils will identify the ingredients they need to make a cake and create a shopping list. This activity can also be adapted using the PowerPoint to develop an understanding of algorithms and can...

One of the units from the Nuffield Primary Solutions in Design and Technology in which students produce a multimedia presentation using software they are familiar with from previous ICT lesson time. The presentation content must first be researched and the presentation itself needs to be attractive and easy to use...

This report is the outcome of a project initiated by the Royal Society in August 2010. The project was prompted by a high degree of concern about aspects of the provision of education in Computing in UK schools. The project was guided by an Advisory Group that brought together individuals and representatives with a...

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