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Shakespeare Comic Book

This four-lesson sequence teaches students to create multimedia for a given purpose.

Using digital cameras and special desktop publishing software, students create a comic-book representation of the life of William Shakespeare. They are required to plan and execute the project from the beginning and to...

Scratch

A ten-lesson sequence progressing from the basics of Scratch through to creating simple games. It includes:

*drawing shapes and using repeats
*accepting keyboard input to control the movement of sprites
*planning algorithms using flow diagrams and executing them in Scratch
*importing and...

Python

This series of three lessons introduces Python programming to students in secondary school.

The lesson objectives include:

*Creating simple code including the input and print scripts

*Using "If statements" to make a decision

*Using the random function in programs

Detailed lesson...

Data Representation: Bitmap Images

Using a spreadsheet as a grid of 'pixels', this computing activity teachers how 1's and 0's can store image data. The classroom exercises use images with increasing pixel resolution, looking at how this affects the clarity of the image. Moving from black-and-white images, the students then use grids of colour...

Computational Thinker Map

This diagram supports the understanding of computational thinking, a skill in the primary computing curriculum. Students studying computing will gain an understanding of computational systems of all kinds, whether or not they include computers.

Computational thinking is the thought processes involved in...

Computing Progression Pathways

Written by Mark Dorling and Matthew Walker for Computing at School, this document maps the computer science, information technology and digital literacy strands of the National Curriculum Computing Programme of Study.

Each of the progression pathway statements is underpinned by one or more learning outcomes...

Scratch Music Machine

Music Machine is designed as a simple introductory program for children aged 7-8. Students create four simple buttons which play different sounds when they are clicked with the left mouse button.

If they have time, they can create their own extra buttons. Computer science concepts include using a mouse click...

Computing in the National Curriculum: a Guide for Secondary Teachers

This document, produced by Computing at School, is to support the teaching and learning of computing in secondary school. The introduction explains the context of the document with computing being included in the 2014 national curriculum in England and highlights the three main strands of computing: computer...

The First Programmable System

In this activity students explore why a water clock was the world's first programmable system. Programmable systems are by no means a modern invention. Many regard the first to be Ktesibios's water clock, which was invented approximately 2250 years ago.

The aim of this activity is that students apply what...

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...

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