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The Peruvian Coin Flip - Cryptographic Protocols

This activity shows how to accomplish a simple, but nevertheless seemingly impossible task -making a fair random choice by flipping a coin, between two people who don’t necessarily trust each other, and are connected only by a telephone. The resource begins with a detailed explanation of the activity and...

Conversations with Computers - The Turing Test

This activity aims to stimulate discussion on the question of whether computers can exhibit ’intelligence’, or are ever likely to do so in the future. Based on a pioneering computer scientist’s view of how one might recognize artificial intelligence if it ever appeared, it conveys something of what is currently...

Kid Krypto - public key encryption

Encryption is the key to information security. The key to modern encryption is that using only public information, a sender can lock up their message in such a way that it can only be unlocked by the intended recipient. The resource begins with a detailed explanation of the activity and how the process of...

Sharing Secrets - Information Hiding Protocols

Cryptographic techniques enable information to be shared with other people, yet still maintain a surprisingly high level of privacy. This activity illustrates a situation where information is shared, and yet none of it is revealed: a group of students will calculate their average age without anyone having to reveal...

Selecting Search Results

This Barefoot Computing primary school resource helps children to Understand how search engines work. By acting as a ‘web crawler’ and collecting information across a small selection of web pages, they learn what in data is indexed by search engines and how this is used when a search query is received. As well as...

Computing curriculum: projects for students in Years 7 - 9

This booklet is an example of a programme of study for ICT and Computing produced by Matt Britland. The programme contains details of the ICT strands and aims and fourteen original projects for students in years 7-9. Each project includes a link to a presentation that can be used by teachers and by students. The...

Computer Games vs Sport

The activity allows the students to explore social, ethical, economic and health issues relating to the use of Nintendo Wii compared to doing real sports and present their findings in a persuasive, coherent and focused argument. Students identify arguments for and against the topic, researching information needed...

National Science + Engineering Competition Challenges

This Challenge Pack, from the British Science Association, aims to give students aged 11-16 and their teachers and educators support to create a science, technology, engineering or maths (STEM) project that they can enter into the National Science + Engineering Competition.

Through creating a project, young...

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