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This resource contains a series of interactive spreadsheets designed to demonstrate various teaching points and to provide practice in 2D and 3D shapes and their properties at primary level. They are:

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This lesson or enrichment activity investigates recursive algorithms using Fibonacci series.

It begins with an engaging maths magic trick ‘how to fake a super brain’ that uses a special property of Fibonacci numbers, and proceeds to look at the Golden Ratio in nature and its ‘beautiful’ properties.

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This introduction to using the small programmable robot, the BeeBot, introduces children to creating simple programs. They learn the importance of sequences of accurate instructions, and test their sequences out using a 'fakebot' or paper-robot. Children are encouraged to debug and develop their sequences before...

This diagram supports the understanding of computational thinking, a skill in the primary computing curriculum. Students studying computing will gain an understanding of computational systems of all kinds, whether or not they include computers.

Computational thinking is the thought processes involved in...

This document, produced by Computing at School, is to support the teaching and learning of computing in primary school. The introduction explains the context of the document with computing being included in the 2014 national curriculum in England.

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This resource from the MIT team where Scratch originated consists of a teacher guide and student workbook.

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This set of activities introduces children to cryptography techniques, showing how the use of computers can make encryption quicker and more effective. Some notable examples of the use of encryption in history are mentioned, leading to the use of calculation machines for code-making and code-breaking.

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Aimed at primary level this resource shows how to incorporate data logging into science lessons. It contains lesson ideas on the topics of sound, habitats, plants and animals in the local environment, light, thermal insulators, separating mixtures, electricity, changing state and sound. The teacher guidance...

A short starter activity for students of all ages. It would make a good introduction to lessons on robotics or artificial intelligence and could spark a discussion on how neural networks might be used to create human-like behaviour. Equally, when discussing HCI design, it might move the debate beyond keyboard and...

This activity introduces the idea of remote observation by asking children to match photographs such as lakes, mountains and cities taken from the ground with early astronaut photographs. Children then compare the images from the ground with the astronaut picture of the same place. This activity is also suitable...

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This short unplugged activity, away from computers, introduces pattern recognition using familiar objects. Children are asked to analyse groups of objects (cats, cars and so on) to identify features common to all of them. Exceptions to the 'rules' are discussed, and parallels with writing computer programs are...

The guide Pictorial representation, from the Nuffield Mathematics Project, was designed to help teachers of students between the ages of 5 and 10. The guide deals with graphical representation in its many aspects. It contains helpful notes for the teachers as well as ideas and examples of students’ work.

Robots are really useful in space as they can do lots of different jobs, some of which are too difficult or dangerous for humans. This activity looks at the different uses of robots in space exploration, with children...

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