Filters
Clear allSubject
- Careers (15) Apply Careers filter
- Climate Change (2) Apply Climate Change filter
- Creative arts and media (1) Apply Creative arts and media filter
- Cross curricular (15) Apply Cross curricular filter
- Design and technology (82) Apply Design and technology filter
- Engineering (48) Apply Engineering filter
- Food Preparation and Nutrition (1) Apply Food Preparation and Nutrition filter
- Leadership (1) Apply Leadership filter
- Mathematics (69) Apply Mathematics filter
- Personal development (2) Apply Personal development filter
- Psychology (1) Apply Psychology filter
- Science (70) Apply Science filter
- Space (2) Apply Space filter
- STEM Clubs (7) Apply STEM Clubs filter
Age range
Type
- Activity sheet (63) Apply Activity sheet filter
- Article (23) Apply Article filter
- Audio (1) Apply Audio filter
- Data set (1) Apply Data set filter
- Experiment (1) Apply Experiment filter
- Group work (2) Apply Group work filter
- Image (11) Apply Image filter
- Information sheet (9) Apply Information sheet filter
- Interactive resource (2) Apply Interactive resource filter
- Open-ended task (1) Apply Open-ended task filter
- Poster (3) Apply Poster filter
- Presentation (22) Apply Presentation filter
- Research (18) Apply Research filter
- Self assessment (1) Apply Self assessment filter
- Simulation (1) Apply Simulation filter
- Teacher guidance (69) Apply Teacher guidance filter
- Textbook (5) Apply Textbook filter
- Video (23) Apply Video filter
- Include Physical Resources (609) Apply Include Physical Resources filter
Showing 214 results
This edition of the Computing at School newsletter, from a time of extensive curriculum change, includes:
*Arguments for teaching computational thinking
*Introduction to Arduino
*A short article about JavaScript in secondary schools
This early edition of the Computing at School (CAS) newsletter includes articles on Scratch programming and curriculum structure in lower secondary school. Also, videos showing the importance of maths in computer science are highlighted.
This Pedagogics resource uses the following quote from the Chinese philosopher Confucius: "Tell me...and I will forget. Show me... and I will remember. Involve me... and I will understand"
Using sparkles to light the night sky. It is possible to make them ‘twinkle’ or use an LDR so they only light up in the dark.
This activity aims to stimulate discussion on the question of whether computers can exhibit ’intelligence’, or are ever likely to do so in the future. Based on a pioneering computer scientist’s view of how one might recognize artificial intelligence if it ever appeared, it conveys something of what is currently...
Data in computers is stored and transmitted as a series of zeros and ones. In this activity students explore how words and numbers can be represented using just these two symbols. This resource includes ideas teachers can use to introduce the topic in order to develop understanding of the binary system followed by...
This edition of the Computing at School newsletter focuses broadly on computing in primary schools, and contains articles covering:
*The new National Curriculum Programme of Study for Computing
*Designing a new computing curriculum in your school; adapting previous curriculum models
*Computing...
These Cre8ate maths activities are provided to introduce students to the fundamental processes involved in programming a computer. Students are given drawings, along with the Logo commands which have been used and, by...
This unplugged activity uses a large model of a face, operated by several children working together, to teach how ‘emotion’ can be expressed by robots following simple rules. These rules are expressed as IF, THEN, ELSE, statements which, when...
In these activities, learners will work in groups to share their knowledge of the use of technology in sport and to test a beep tester.
This resource from the MIT team where Scratch originated consists of a teacher guide and student workbook.
...
This resource provides instructions for building a card buggy and creating a sample programme for your crumble board. You will need motors, a battery pack and connectors to complete the project.
The Crumble “Getting Started” guide includes an overview of the Crumble software and a step-by-step guide to writing your first program. It also covers:
- Sparkle control
- Motor control
- Using inputs (digital and analogue)
- Using variables and maths in your programs