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Dijkstra's Algorithm

Dijkstra's algorithm finds the shortest path for a given problem. Dijkstra's algorithm can be used to find the shortest route between two cities. This algorithm is so powerful that it not only finds the shortest path from a chosen source to a given destination, it also finds all of the shortest paths from the...

Seeing The Unseen - Radar. Practical, active group activity to discover how basic maths and physics help engineers to "see the unseen"

Group activity involving volunteers moving around a teaching space and using time, distance and speed measurements to locate a student taking on the role of an aircraft. 

Supports the use of Speed = Distance / Time and also the concept of radio waves travelling through space, giving practical meaning to...

Tim Peake public presentation

This presentation was produced by the UK Space Agency for Tim Peake's mission to the International Space Station in 2015/16.

Hello World Haskell for Key Stage 1 and PD

In this article from Hello World we discuss how the foundations of computer science can contribute to Key Stage 1 mathematics and vice versa.

Plan your own scheme of work - Jamble

2 different versions of editable schemes of work, supporting the quick planning of lessons.

UTOPIAE - CPD for Advanced Higher Physics/Maths teachers

UTOPIAE presents two...

STEM and STEAM for Cartography

Mini Map Makers is creating a Poster for STEM and STEAM for Cartography. How Cartography interacts with the elements! 

This is working progress and a draft copy will be out soon!

Abstraction Unplugged

This short activity for primary school computing uses art to introduce the concept of abstraction. During a ‘guess what’ game the children are asked to represent a word on a card using drawing or modelling – in doing so they unconsciously concentrate on just the most important aspects of the idea they are...

Logical Number Sequences Activity

Combining maths and computational thinking, this Barefoot Computing activity for upper primary uses linear number sequences to introduce algorithms in computing. Children work collaboratively to apply logical thinking and pattern recognition - key concepts used across the Barefoot Computing project. While using...

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...

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