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This resource contains a series of card tricks. Each trick is presented in two parts. In the first part enough detail is given so that the trick can be performed. A description of the desired effect is given followed by an explanation of the mechanics of the trick – actually what is done to ensure the trick works...

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...

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