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Showing 438 results
This activity from the Computer Science for Fun (CS4FN) team at QMUL is an introduction to algorithms suitable for those in upper primary school. A ‘self-working’ magic trick is shown – this is a trick that works every time, as long as the process is followed exactly. No understanding of the trick is needed by the...
These six lessons and activities introduce children to algorithms, logical reasoning and context, cross curricular pattern spotting...
These six lessons and activities introduce students to digital literacy and how to keep safe online. This includes two sessions of personal information and authorised access, creating secure passwords, illegal downloading and file sharing, possible e-safety scenarios and looking at a social media profile to...
These easy to use resources for pupils aged seven to eleven from Barefoot Computing provide cross-curricular lesson plans and activities that integrate computing into the delivery of another topic. For example the solar system simulation activity uses the topic of space to introduce children to simulations and how...
Building on the Key Stage 1 Blockly activity, this course introduces children to repeat loops, 'if' statements, and variables.
The activities focus on driving a delivery van around increasingly complex routes involving twists, turns and traffic lights. At the end of Lower Key Stage 2, the children can...
A presentation highlighting seven strategies for behaviour management.
Encryption is the key to information security. The key to modern encryption is that using only public information, a sender can lock up their message in such a way that it can only be unlocked by the intended recipient. The resource begins with a detailed explanation of the activity and how the process of...
'Kids get coding' ...
This lengthier activity involves designing and creating a simple computer game using the free Microsoft Kodu platform. It is expected that the children will have some prior experience of Kodu, or that a basic tutorial is offered before commencing this activity. Worksheets are provided that help children through the...
This activity introduces children to the Kodu games programming environment through tinkering. They are asked to experiment with an existing game code, and also to start from a blank screen.
Guided...
These datasets from stats4schools are compiled from the responses given by over 1,500 people to a survey. They are intended to be used flexibly but some ideas are given to guide students in their interrogations. There are three sheets in each set
- Decoded data
- An explanation of the questions...
This report aimed to identify practical examples of good practice that promote good behaviour and that can be adopted by all schools. The authors identified aspects of practice that create the right conditions for good behaviour to be learnt. The authors further comment that whilst school staff work hard to support...
This report was written post Cockcroft and at a time when a number of organisations were producing computer programs and packages for use in the mathematics classroom. The report is split into a number of sections.
...
This edition of the Computing at School newsletter focuses on Computational Thinking, and contains articles covering:
*The importance of computational thinking
*...