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This lesson enables students to:

  • estimate and measure leaves in a number of ways
  • learn different techniques to measure a complex shape
  • think about fair tests and be asked to organise and display their data

The lesson is designed to help teachers cover measurement,...

In this activity SEND pupils will learn to create a clear algorithm for someone else to follow. Pupils will create a simple model from Lego and then take photographs to create a visual algorithm to help other pupils to recreate their model. As they remove one block at a time they are learning to decompose a problem...

This resource contains a collection of interactive pictures designed to illustrate and practise the vocabulary associated with measure. They are:

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This art activity explores a brief history of the artist Leonardo da Vinci and gives pupils the opportunity to draw their own flying machines. The activity encourages pupils to observe cogs, pulleys, joints, string and Leonardo’s use of 3D sketching for wooden structures. This resource is part of a series of...

In this activity children learn what an algorithm is and explore what makes good instructions for an algorithm. They work as a team to create their own algorithms to guide each other across a grid of squares avoiding set obstacles. The activity uses the context of Mars exploration, as they role-play the ExoMars...

In this activity children create an algorithm or a sequence of instructions. They test and debug their algorithms and refine them to improve how well they work. Working together they play a game, instructing the ExoMars rover, Rosalind Franklin, to reach the drilling station, avoiding crashing into other rovers....

In this activity children use and create flow charts and are introduced to the idea of loops to repeat instructions. The activity uses the context of Mars exploration, with children using their instructions to help guide the ExoMars rover across the surface of Mars.

This activity has been provided by ESERO-...

In this activity children explore how images are stored and communicated by computers (including robots and rovers). They learn how a picture is made up of pixels and how each pixel is coded for by a number code, which is then converted into an image. Children learn about Binary code and how it is used to represent...

In this activity children are introduced to decision trees and their use in computing algorithms. Working together they consider how a decision tree might support the navigation of the ExoMars rover searching for a suitable place to drill.  They then role-play the rover and follow the decision tree instructions,...

This activity develops digital literacy using the context of exploring Mars. Children learn about what a search engine does and consider what happens when they use one. They also begin to find out that some internet sources are more reliable than others and think about which might be trustworthy.

The...

This activity provides a cross-curricular opportunity, mixing computing, design technology and science in the context of designing a Mars rover. Children consider the requirements of a Mars rover and create criteria for the design. They design their rovers then evaluate them and re-design them, modeling the process...

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