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Scratch cards

This collection of twelve Scratch cards is designed to provide a quick way to learn how to code using the language Scratch. The front of the card describes to the students what can be done; the back explains how to do it. Each card can be printed and folded to A5 size for use with students. The activities cover how...

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...

Pair Programming in a Box

This guide for teachers aims to help them introduce pair-programming to coding in the classroom. This collaborative approach has been found to improve engagement and can result in higher-quality work than programming alone. The guide is aimed at teachers of college students, but the approaches can easily be adapted...

The Lady or The Tiger

The story, lesson plan, content guide and other "The Lady or the Tiger?" printable PDFs listed at the right compose the climactic learning experience in an early module of three lessons which introduce the concept of binary.

In the first lesson, the class shares a community reading of an adaptation of Frank...

Classroom Activities for the Busy Teacher: NXT

This sample of a teacher guide introduces basic robotics using Lego NXT hardware and software

The general nature as well as the origins of robotics are covered. NXT robots are then introduced, as well as some basic mathematical and other considerations for using robots in the classroom. The importance and...

Biology Loves Technology

This booklet is filled with examples of how scientists are combining Computing and Biology. There is a web address and QR code next to every summary so that students can follow the link and find out more.

Applications of Programmable Systems

In this activity, students examine how programmable systems have developed over time. Students use the internet to research a programmable system, place inventions correctly on a timeline and use information about developments in electronics, computing and materials to explain patterns in the development of...

Computing Concept Cards

Used to support teaching of computing in primary schools, these information sheets offer primary teachers an explanation of the six key concepts of computational thinking as defined by CAS (Computing at School).

The resource, created by the Barefoot Computing project, would prove useful to teachers new to...

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