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Showing 916 results
For this session students will think about what instructions are needed within the software of the ExoMars rover and how they will make the hardware work to complete tasks successfully. There will be a focus on three steps within computational thinking: identify the problem, decomposition and collecting data. After...
This set of Interactive Teaching Programs (ITPs), developed by the National Numeracy Strategy, were originally intended for use in daily numeracy lessons to develop key mathematical concepts in the primary phase. However they can be used equally well with students in Key Stage Three for demonstration and...
Interactive Teaching Programs (ITPs) are an ICT-based tool developed by the National Strategies to support the teaching of key concepts in mathematics. Where available, manuals which describe how the ITP works and could be used are posted as separate files.
This group of ITPs cover:
- Area: allows...
Interactive Teaching Programs (ITPs) are an ICT-based tool developed by the National Strategies to support the teaching of key concepts in mathematics. Where available, manuals which describe how the ITP works and could be used are posted as separate files.
The ITPs here are:
- Moving digits:...
International Girls in ICT day was created by the United Nation's specialised agency for information and communication technologies, the International Telecommunication Union (ITU), to encourage girls and young women to pursue STEM education and careers.
This collection of resources contains activities...
International LEGO day is celebrated annually on 28th January, which marks the day the first patent for the Lego brick was submitted in Denmark. Use these resources to help mark the day.
The Human Impact - Saving Today's Dinosaurs' course and A future without waste resources are part of the...
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 ...
This textbook is written to explain computing from first principles, and appeals to a broad audience beyond many computing texts. With clear and concise explanation, useful diagrams and a structure that builds on previous understanding, it is aimed at post-16 students but sections would be equally useful at all...
This lesson activity introduces children to HTML. They learn that webpages are constructed using HTML and investigate the code used to create an example website. They then use the free 'web remix' software, Mozilla X-Ray Goggles, to change aspects of the page. An extension activity encourages remixing of popular...
Roving with Rosalind is an education and outreach project funded by the UK Space Agency which presents Mars mission based classroom activities for primary and secondary schools as well as activity groups. The slides given here provide a very brief overview of the activities that have been produced and a...
In this full scheme of work, designed for a series of two-hour double-lessons, students develop a Mars Rover for NASA based on a standard VEX design. They learn about the components of a robotics system including control units and data communications, and work through a design process towards a prototype. The VEX...
This one-hour lesson examines the design of IoT algorithms, considering how individual devices execute algorithms as code, allowing them to work together. The key aims are to develop computational thinking while raising awareness of the potential for future careers and enterprise.
The lesson starts with the...
A quick audit for teachers to use to consider their own social and emotional skills.
This activity helps children to understand the components of computer systems, with a focus on input devices. It links this to their everyday experience, by comparing games controllers, keyboards, microphones and other everyday peripheral devices. The practical part of the activity involves creating programs in...
This activity helps children learn about computer systems and output devices. It relates these systems to those they encounter everyday, from headphones to printers and washing machine motors. They understand that programs make these devices function, and attempt a programming activity using Scratch and Lego WeDo....