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Showing 916 results
In this activity, part of a group of Python inspired resources, students will learn how to write a Python program telling people all about you.
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This edition of the Computing at School (CAS) newsletter covers a range of topics including:
*Unplugged computing magic tricks
*Programming using Alice, Scratch and GameMaker
*Making games with Kodu
*Object oriented programming in Java with Greenfoot
This short activity for primary school computing uses art to introduce the concept of abstraction. During a ‘guess what’ game the children are asked to represent a word on a card using drawing or modelling – in doing so they unconsciously concentrate on just the most important aspects of the idea they are...
Students often find it difficult to understand the related concepts of acceleration and speed. Making use of the BBC micro:bit on-board accelerometer, this playful activity allows students to get an intuitive understanding through hands-on activity.
The simple game requires that students maintain...
The Grand Challenges – Our Futures programme (2018 to 2023) aimed to help young people develop the skills needed to bridge the gap between today’s learners and tomorrow’s career choices. The Government’s Industrial Strategy set out key Grand Challenge themes, aimed at putting the UK...
This resource forms part of the ageing society resources from the Grand Challenges resource collection. The introductory video can be found here.
The ageing society – level 1 resource package consists of activities designed to run for around five hours which are...
This resource forms part of the ageing society resources from the Grand Challenges resource collection. The introductory video can be found here.
The ageing society – level 2 resource package consists of activities designed to run for around two to three hours...
This resource forms part of the ageing society resources from the Grand Challenges resource collection. The introductory video can be found here.
The ageing society – level 3 resource package consists of activities designed to run for around two to three hours...
From a more mathematical perspective this time, this document covers the derivation of algorithm complexity. It could be used in the classroom as extension reading or as a homework.
Abstraction is the representation of essential features without including unnecessary details. It is used to reduce the complexity of systems for users, hiding how things actually work, applying algorithms to different contexts and producing suitable user interfaces. The first video explains the concept at a...
This activity introduces pupils to algorithms and gives them the opportunity to create and debug simple programmes using bee-bots. Throughout the three activities pupils will be taught that algorithms are clear step-by-step instructions before programming a bee-bot to follow their own inventive algorithms to reach...
Machine learning is a system where rather than a computer programmer deciding the best way to sort, organise, classify or use information, the computer program develops its own set of instructions (algorithm) based on information that users feed it. Scientists at the...
The aim of this Ofsted survey was to analyse the elements of successful alternative provision. Alternative provision has been defined as education outside school, arranged by local authorities or schools. For the purpose of this survey, alternative provision was defined as something in which a young person...
This longer article taken from AI: Where is the Intelligence? discusses Artificial Intelligence and rule following "bots". The activities contained within would easily lend themselves to a series of lessons on algorithms. The section on...