Listing all results (116)

Scratch Without Games

This resource consists of eleven worksheets explaining how to use some basic commands in the programming language Scratch. Each sheet explains how the appropriate blocks are set up in Scratch, an example of their use and a number of exercises for use in the classroom.

The commands covered are:
• IF...

Python Beginners Workbook for Secondary Schools

The aim of this workbook, written by Ali Mulla, is to provide a simple introduction for students to programming in the language Python. The book contains examples, tasks for students to complete and space for students to write their observations and answers to questions posed.

The topics covered are:...

The Little Book of Programming Challenges

The twenty seven challenges contained in this booklet are designed to challenge and inspire students whilst helping them on their journey to becoming a ‘computational thinker’. The ideas contained in the booklet will also provide useful teacher stimulation when planning lessons.

Many of the challenges...

Let's Doodle

This workshop or lesson activity makes use of a 3-D printing pen, and covers many computational thinking concepts as well as practical and evaluative skills applicable to design and technology.

The teacher guide includes a range of ‘unplugged’ computing activities – no programming is involved. The...

Crazy Graphics

This workshop investigates how images are stored as data, and shows the difference that ‘bit depth’ makes to the quality of images and number of colours.

It begins by looking at paintings and how, using only paint, images were difficult to edit – however digital images are much easier. Pupils with access to...

Cryptography Workshop

This set of activities introduces children to cryptography techniques, showing how the use of computers can make encryption quicker and more effective. Some notable examples of the use of encryption in history are mentioned, leading to the use of calculation machines for code-making and code-breaking.

A...

Generating Art: Shape Calculator

This resource, intended for an extended workshop session, uses sequences of instructions for creating drawings as a basis for learning about algorithms. Following the activity (taken from the series CSUnplugged), an introductory look at Scratch explores the different parts of the program and would be suitable for...

Session One: What Do We Already Know? Blockly Recap

This activity follows-on from previous exercises using the Blockly editor on the Rapid Router website. It reviews what the children have learned before they proceed to using text-based programming.

The exercise looks at the most advanced ideas used with the Blockly-based phase of the Rapid Router scheme,...

Session Two: Breaking Down the Problem into Chunks

This activity explores the concepts of pattern recognition and problem decomposition. It illustrates these ideas using a popular children's book, "We're going on a bear hunt" by Michael Rosen.

Children are asked to apply their understanding by then creating functions using the Blockly editor on the Rapid...

Session Three: Switching from Blockly to Python

In this Rapid Router activity, children progress from block-based programming to the textual environment of Python. In doing so they learn about the nature of text-based coding, including the need for precise syntax and how it is structured.

The progression is handled gently, with code compared in both...

Pages

View all publishers