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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...
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...
Shapes and Crystal Flowers Activity
A cross-curricular programming activity, using loops in Scratch to draw patterns. Learners first design an algorithm to draw a simple 2D shape, and then use the 'repeat' block to generate artwork. It is advised that children have some prior experience of programming in Scratch. Experimentation and debugging is...
Logical Number Reasoning Activity
This activity combines computing and maths to look at algorithms. Children are challenged to solve missing number problems in number sequences, using logical reasoning. Additional challenges are then presented, and children are asked to share not just the answer, but the approach they took to solving the problem...
Classroom Sound Monitor
This cross curricular activity includes science content from Year Four of the primary curriculum. It introduces programming and control, linked to the outside world through sensors - in this case, the computer's built-in microphone or a peripheral microphone. Programs are written using Scratch (online or offline)...
Variables Unplugged
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...
Scratch Maths Quiz Variables
This Barefoot Computing resource builds on the ‘Maths quiz with selection’ learning activities which should be undertaken first.
It involves improving an existing Scratch maths quiz and adding score-keeping using variables – a quiz Scratch file is provided for students who do not have access to one they made...
Scratch Maths Quiz Selection
This Barefoot Computing resource for upper-primary computing lessons uses the creation of a Scratch maths quiz as a basis for learning about algorithms using selection.
Children are asked to create an algorithm that mirrors the quiz given orally by the teacher. Once they have developed the algorithm it is...
Decomposition Unplugged
This computing resource for primary schools introduces the concept of decomposition through dance. Using combinations of hand-jive, clapping or tutting, the lesson demonstrates how complex sequences of instructions (algorithms) can be broken down into smaller chunks. The children are challenged to look for patterns...
Bee-Bots 1,2,3 Programming Activity
This activity for younger children introduces algorithms and algorithmic thinking. After first planning how to draw numbers using the simple commands available, children then program a BeeBot to create the shapes (BeeBots are a type of simple programmable rover).
By watching and feeding back on each other's...
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