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This resource consists of a ten page student workbook and some associated resources. The workbook is designed to be used with Key Stage 3 students over a number of lessons, to introduce them to the concept of algorithms, to make them used to following instructions given as an algorithm and to start producing their...

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A ten-lesson sequence progressing from the basics of Scratch through to creating simple games. It includes:

  • drawing shapes and using repeats
  • accepting keyboard input to control the movement of sprites
  • planning algorithms using flow diagrams and executing them in Scratch
  • ...

This Barefoot Computing resource builds on the ‘Maths quiz with selection’ learning activities which should be undertaken first.

It involves improving an existing Scratch maths quiz and adding score-keeping using...

In this activity students explore why a water clock was the world's first programmable system. Programmable systems are by no means a modern invention. Many regard the first to be Ktesibios's water clock, which was invented approximately 2250 years ago.

The aim of this activity is that students apply what...

This activity away from the computer is from the Barefoot Computing project. It is intended to provide a theoretical understanding of why and how variables are used in computer programming, using the example of score-keeping in a classroom quiz. Involving several volunteers from the group, the activity uses...

This engineering activity, suitable for children in computing lessons, looks at the basics of flowchart construction. Simple examples, such as the decisions made by a dog chasing a stick, are used to make flowchart representation of algorithms accessible to younger children. A simple design activity requires...