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Systems Architecture

The first video explores the first computers that had stored programs in the same memory space as the data required for them.  This is known as the von Neumann architecture and is still the foundation principle on which most computers are still built today.  We take the lid off a central processing unit and explain...

Memory

The first video explores the purpose of both RAM and ROM in a typical computer system.  The differences between the two memory types are outlined.

The second video considers what happens when a modern multi-tasking operating system runs out of physical RAM.  Does it output a “memory full” message and refuse...

Magnetic Earth

This AstroPi resource helps secondary school students investigate the magnetic field of the Earth. The series of activities develops from basic principles of magnetism through to some understanding of the nature and cause of the Earth's magnetism.

The guide links to several other eLibrary resources and a...

BBC micro:bit Robot Buggy

This is a resource aimed at students aged 11-14. It is one of a series that support the use of the BBC micro:bit in the classroom. The pack contains several lesson plans, presentations and student handouts. The first ‘unplugged’ lesson introduces students to how programmable systems work, the second they are walked...

Software development life cycle module

This is a set of five lessons on software development for students aged 14-16.

The presentations cover the software development life cycle and introduce each of the different development mythologies. The remaining presentations focus upon prototyping and testing. These resources could be a useful resource...

Java programming with Greenfoot: introduction

This video tutorial provides students with an overview of Greenfoot Java.  It demonstrates several different game ideas and introduces the layout of the programming environment.

More resources can be found here

Java programming with Greenfoot: viewer questions (timers)

This video tutorial considers how to arrange for something to happen after a specific time delay.  It covers the difference between real time and game time; the latter depends upon the program’s frame rate, which can be quickly altered by the speed setting within the game.  Expressing changes in real time is...

Java programming with Greenfoot: refactoring for good style (teacher commentary)

This video explains good coding behaviour.  This includes an emphasis on refactoring (changing code to make its structure better so that it can later be easily changed or understood) and cohesion (ensuring that each method does only one thing).  It also explains that private methods will only apply to objects in...

Java programming with Greenfoot: more loopiness

In this video tutorial students are guided through programming a nested loop to create multiple rows of blocks within their breakout game.  Different ways of achieving this are assessed and implemented.

More resources can be found here

Java programming with Greenfoot: make it your own

This video tutorial demonstrates to students how to change the images in their game so that they can personalise it.  This includes how to import images from sources other than Java and also how to duplicate and edit existing Greenfoot images including, for example, duplicating images but assigning them different...

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