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Spelling Rules

Using spellings of familiar words this Barefoot Computing unplugged computing activity for younger primary children introduces algorithms as rules that are followed, and which may require decisions and exceptions. From the Barefoot Computing project, this short lesson asks children to deduce spelling rules uses...

ScratchJr Tinkering

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...

Scratch Tinkering Activity

A learning activity guide, from Barefoot Computing, for teachers in primary schools. It provides structure for an introductory programming session using Scratch. The activity involves tinkering within the Scratch environment - initially using existing Scratch projects then moving on to the creation of new projects...

What is Simulation?

This guide sheet from the Barefoot project explains simulation for the benefit of teachers, including what it is and why it is used. The use of simulations in the primary computing curriculum is explained, with links to the National Curriculum in each primary school key stage. The guide links to, and supports, a...

What Are Search Engines?

This 'concept card' explains search engines - *How they work, *What they do *How they rank results *Why they are important It relates knowledge of search engines to the requirements of the National Curriculum, and highlights specific activities that can help children to learn about these omnipresent, but mystical,...

What is HTML?

This 'concept card' explains HTML in simple terms. It includes: *Why and when HTML was invented by Tim Berners-Lee *How mark-up works using tags *What HTML looks like *How HTML documents are structured. Specific learning activities are also highlighted.

Computational Thinking Approaches

Five guides for teachers that help them develop classroom practice to encourage computational thinking. The approaches covered include:

*Tinkering - trying things out

*Creating - planning, making and evaluating things

*Debugging - finding out why things don't happen exactly as you want...

Make a Game Project

In this multi-lesson project pupils design and code a computer game. It uses a rainforest theme but can be adapted to any topic, with learners of varying age or ability. The project includes: *Decomposition of the elements of a game *Designing the game *Creating assets for the game, such as background images and...

Investigating Outputs

This activity helps children learn about computer systems and output devices. It relates these systems to those they encounter everyday, from headphones to printers and washing machine motors. They understand that programs make these devices function, and attempt a programming activity using Scratch and Lego WeDo....

ScratchJr Knock Knock Joke Activity

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...

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