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ScratchJr is an introductory programming language that enables young students to create their own interactive stories and games. Students snap together graphical programming blocks to make characters move, jump, dance, and sing. Students can modify characters in the paint editor, add their own voices and sounds,...

This Barefoot activity for young programmers exploits the sequencing and timing of joke-telling to help students learn good programming techniques. After planning an animation using a storyboard technique they then code it using the Scratch Jr app, and debug it. Tips for supporting the less able, as well as...

A Barefoot Computing introductory programming activity for lower-primary children learning computing. Using the iPad app Scratch Jr, children are given the opportunity to develop skills by tinkering with existing programs as well as creating their own. Children might be offered the chance to tinker with other basic...

A resource from the CS4FN bank produced by Queen Mary and King’s College, University of London. Students will be able to link the algorithms that they have learned and the relative complexity expressed in Big O notation. The resource consists of a series of slides, program files with solution, an activity sheet and...

A set of resources aimed at secondary school students. The resources were developed by Nichola Wilkin and cover the following topics:

  • History of computing
  • Networks
  • Using Python
  • Using Scratch
  • ...

This activity allows students to investigate how images are produced from data streams by using first a spreadsheet and then an image-processing program. They then go on to see how the usefulness of such a monochromatic image may be enhanced by using lookup tables and calibration. The materials used focus on the...

This Barefoot Computing primary school resource helps children to Understand how search engines work. By acting as a ‘web crawler’ and collecting information across a small selection of web pages, they learn what in data is indexed by search engines and how this is used when a search query is received. As well as...

This interactive online self-driving challenge from Siemens can supplement robotics education in computing. It enables pupils to programme a car to drive around a circuit without a driver, the circuits getting more complex as the challenge progresses.

Self-...

The joy and challenge of building ‘cheap and cheerful’ sensors has a wide appeal to adults as well as children. It also opens a wide number of links to aspects of the mathematics, science, computing, design and technology, and engineering curricula, supporting scientific investigation and discovery. These...

In this session students will create a logic circuit to represent a Mars rover MOT. They will identify the necessary logic gates and consider numerous inputs, which will be combined and traversed in person. They will make the link between truth tables and undertake testing and some simplification to reduce the...

This activity highlights comparisons between the life cycle of a frog and basic programming, exploring sequencing through flow charts and loops and repetition. Link science and computer science together in the cross curricular activity.

Our first activities introduce your child/ren to:...

This session introduces you to the use of binary digits to represent basic images and the key terms for capacity. During the session you will investigate 4-bit binary numbers and look at the patterns in the numbers.

  1. Open Slides and read through slides 2 and 3 to get an understanding of the session that...

In this activity children will understand what is meant by ‘personal information’ and what this means in the digital world.

 

In this session you will help your ...

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