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Showing 916 results
The Principia Space Diary aims to help children find out more about the Principia mission, to strengthen literacy and digital literacy skills and engage children in STEM learning....
This five hour teaching pack examines how everyday technologies can be connected via the Internet Of Things (IoT) to improve fire safety.
From the sensors...
These three resources, from the National Strategies, focus on solving problems.
Logic problems and puzzles...
The first video is about defensive design considerations. Data is not always entered in ways that a program might expect. If this can be easily rectified without asking the user to re-input the data, it is known as input sanitation. In addition, to prevent invalid data crashing a program, validation techniques...
This activity introduces students to space and planetary science whilst teaching skills that engineers and scientists use to analyse data from other planets. Students are given a detailed introduction to the programme ‘Python’ through the resources and are taught about the needed set up, spectral algebra and...
This activity can be used to introduce pupils to, or consolidate understanding of computing programming. Pupils will learn how programming is used on Mars and to understand the importance of this before using the programme ‘Python’ to complete their own computer code. This activity as part of the ‘Roving with...
In this programming task students have to create a program to calculate how much to pay delivery drivers based on either the hours they work or the number of parcels they deliver. The students are given the rules that should apply to the program and are then encouraged to plan their program either as a flowchart or...
In this programming task students have to create a program to calculate the cost of a journey made by self-employed delivery drivers. The students are given the rules that should apply to the program and are then encouraged to plan their program either as a flowchart or pseudocode before they start to code in...
The basics of programming are explored through a “beat that dice” game. It is assumed that students already have some knowledge and experience of programming before watching the first video, and the purpose of this video is to marry the theory of programming to the established practical experience in preparation...
This resource develops coding with RobotC, in combination with VEX robotics. It provides a series of student tasks that increase in difficulty over time, developing student awareness of RobotC and its application within robotics. This resource would work as a compliment to using VEX IQ in the classroom and as a...
This collection of resources can be used to create a roving buggy, when combined with either a Crumble Controller buggy kit or Invent! starter pack. The resources include instructions for programming your buggy, activity mats for students to use for their programming challenges, worksheets to guide students through...
This activity is designed to build on understanding of programming commands and what they are used to do in a program. It requires learners to show a...
In activity children simply give directions to a “robot” (either an adult or another child) and find out which instructions the robot is able to follow, and how their instructions are taken literally. It allows children to...
This is a resource aimed at students aged 11-14. It is one of a series that support the use of the BBC micro:bit in the classroom. The pack contains several lesson plans, presentations and student handouts. The first ‘unplugged’ lesson introduces students to how programmable systems work, the second they are walked...
This resource considers how different subject areas can explicitly promote the learning of social and emotional skills. It provides an outline of how social and emotional skills are linked to subjects both in general terms and more specifically within each of the 2008 National Curriculum programmes of study. The...