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In this activity children learn what an algorithm is and explore what makes good instructions for an algorithm. They work as a team to create their own algorithms to guide each other across a grid of squares avoiding set obstacles. The activity uses the context of Mars exploration, as they role-play the ExoMars...

In this activity children create an algorithm or a sequence of instructions. They test and debug their algorithms and refine them to improve how well they work. Working together they play a game, instructing the ExoMars rover, Rosalind Franklin, to reach the drilling station, avoiding crashing into other rovers....

In this activity children use and create flow charts and are introduced to the idea of loops to repeat instructions. The activity uses the context of Mars exploration, with children using their instructions to help guide the ExoMars rover across the surface of Mars.

This activity has been provided by ESERO-...

In this activity children explore how images are stored and communicated by computers (including robots and rovers). They learn how a picture is made up of pixels and how each pixel is coded for by a number code, which is then converted into an image. Children learn about Binary code and how it is used to represent...

In this activity children are introduced to decision trees and their use in computing algorithms. Working together they consider how a decision tree might support the navigation of the ExoMars rover searching for a suitable place to drill.  They then role-play the rover and follow the decision tree instructions,...

This activity develops digital literacy using the context of exploring Mars. Children learn about what a search engine does and consider what happens when they use one. They also begin to find out that some internet sources are more reliable than others and think about which might be trustworthy.

The...

This activity develops digital literacy using the context of exploring Mars. Also developing the skills of collecting, analysing, evaluating and presenting data and information. Children first learn about infographics and establish what makes a good one. They then design their own infographic to allow the reader to...

This resource provides a lesson plan and all the related materials to teach children about the principles of building and programming robots. It relates the components of a robot to the equivalents in humans for example relating human senses to the robots sensors, muscles to motors and brain to computer and program...

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This edition of the Computing at School (CAS) newsletter is focused on physical computing, and features:

*The BBC Micro-Bit and Make It Digital projects

*CPD tips with Barefoot and Quickstart

*Primary school activities with Scratch and Makey Makey

*Scratch projects with Microsoft Kinect...

A level descriptor for use with Key Stage Three computing students, appropriate for the new curriculum in September 2014. The resource comprises a set of level descriptors detailed in five strands: systems, development, programming, modelling and analysis. The descriptors are based on the Computing At School...

Computers are often used to arrange lists into some sort of order. For example, sorting names into alphabetical order, appointments or e-mail by date, or items in numerical order. Sorting lists helps us find things quickly, and also makes extreme values easy to see. If the wrong method is used, it can take a long...

This uses a motor, a sparkle and a marble to imitate a lighthouse. It can be made harder by incorporating LDRs.

Seb enjoyed technical subjects at school and particularly enjoys mending equipment or finding better ways to do things. His interest in stage lighting took him to White light lightening company as a technician. he now manages a team, providing technical supoprt to a range of events and ensuring the...

This resource from CAS London is a reference guide to compilers, interpreters and assemblers. It could be used as a revision summary for students or as a reference for questions.

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