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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 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...
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 early edition of the Computing at School (CAS) newsletter includes articles on Scratch programming and curriculum structure in lower secondary school. Also, videos showing the importance of maths in computer science are highlighted.
This edition of the Computing at School newsletter contains articles covering:
*CAS community resources
*BCS Certificate in Computer Science Teaching
*Pedagogy in computing teaching and across the curriculum
*The Barefoot Computing project
This edition of the Computing at School newsletter, focused on the life and work of Alan Turing, contains articles covering:
*The life of Alan Turing
*Guide to Bletchley Park
*The early history of the Raspberry Pi
*The Microsoft .NET Gadgeteer prototyping board
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...
This book is designed to help all those who wish to find out more about the language LOGO, a language intended to demystify computers and computer programming, and make the power of computers accessible to all.
A brief introduction to some basic commands is followed by An Outline to LOGO ...