Filters
Clear allSubject
- Careers (80) Apply Careers filter
- Climate Change (3) Apply Climate Change filter
- Creative arts and media (9) Apply Creative arts and media filter
- Cross curricular (64) Apply Cross curricular filter
- Design and technology (275) Apply Design and technology filter
- Engineering (164) Apply Engineering filter
- Food Preparation and Nutrition (4) Apply Food Preparation and Nutrition filter
- Leadership (2) Apply Leadership filter
- Mathematics (223) Apply Mathematics filter
- Personal development (5) Apply Personal development filter
- Psychology (1) Apply Psychology filter
- Science (250) Apply Science filter
- Space (4) Apply Space filter
- STEM Ambassadors (5) Apply STEM Ambassadors filter
- STEM Clubs (19) Apply STEM Clubs filter
Age range
Type
- Activity sheet (284) Apply Activity sheet filter
- Article (89) Apply Article filter
- Assessment (3) Apply Assessment filter
- Audio (5) Apply Audio filter
- Data set (3) Apply Data set filter
- Demonstration (4) Apply Demonstration filter
- Experiment (3) Apply Experiment filter
- Game (12) Apply Game filter
- Group work (10) Apply Group work filter
- Image (43) Apply Image filter
- Information sheet (57) Apply Information sheet filter
- Interactive resource (14) Apply Interactive resource filter
- Open-ended task (2) Apply Open-ended task filter
- Poster (18) Apply Poster filter
- Presentation (125) Apply Presentation filter
- Quiz (2) Apply Quiz filter
- Research (45) Apply Research filter
- Self assessment (1) Apply Self assessment filter
- Simulation (4) Apply Simulation filter
- Teacher guidance (396) Apply Teacher guidance filter
- Textbook (24) Apply Textbook filter
- Video (87) Apply Video filter
- Include Physical Resources (26301) Apply Include Physical Resources filter
Showing 988 results
Machine learning is a process where machines or rather, computer code running on machines, is created that allows the code to develop its own methods to categorise information based on data that we feed into it. Scientists at the University of Oxford are working on...
In this activity, learners will test their product against the design criteria and suggest possible improvements.
The book "The Magic of Computer Science" contains a variety of tricks that relate to various elements of computer science.
In this resource, the algorithm...
The aim of this activity is to raise awareness of human interface design issues. In a world where poor design is rife, people have become accustomed to dealing with problems caused by the artifacts with which they interact, sometimes blaming themselves instead of attributing the problems to flawed design. The issue...
This game from Siemens gives pupils the opportunity to design a virtual car by altering various factors such as the type of tyres, body style, engine and materials for wheels. The real-time simulation tests each design change in terms of outputs and how it performs on the road. Once the design is finalised, the...
By creating their own paper ‘robot face’, students learn about how high-level language is translated into low-level machine instructions. The resource, created by Paul Curzon and Peter McOwan of the CS4FN team, covers sequencing in programs, compilers and interpreters. A detailed instruction sheet guides the...
Can computers understand emotions? Can computers express emotions? Can they feel emotions? This video, from the University of Cambridge, examines the research of Professor Peter Robinson exploring how emotions can be used to improve interaction between humans and computers.
The research team is collaborating...
The number of children aged seven and under who are excluded from primary schools is very small and comprises a tiny proportion of children of this age from a very small proportion of schools. Nevertheless, some children of this age group are receiving fixed-period exclusions, occasionally leading to permanent...
In this activity students explore why a water clock was the world's first programmable system. Programmable systems are by no means a modern invention. Many regard the first to be Ktesibios's water clock, which was invented approximately 2250 years ago.
The aim of this activity is that students apply what...
This magic trick from the Computer Science for Fun team at QMUL shows that computing is about more than just programming and computational thinking is about more than just algorithms.
A simple mathematical approach is taken with dealt piles of cards – this allows the dealer to control the whereabouts of the...
This unplugged activity from the CS4FN team uses two examples – an insulting computer and one that can play snap – to look at simple computer programming, flow of control and logic. Everything is provided for this front-of-class activity, which would act as an effective starter for a lesson on programming concepts...
In this activity from the CS4FN team, learners are introduced to algorithms in the context of artificial intelligence. They are challenged to beat a ‘piece of paper’ at a game of noughts and crosses. By following a simple algorithm, the piece of paper becomes very difficult to beat. The algorithm is a sequence of...
The twenty seven challenges contained in this booklet are designed to challenge and inspire students whilst helping them on their journey to becoming a ‘computational thinker’. The ideas contained in the booklet will also provide useful teacher stimulation when planning lessons.
Many of the challenges...