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Produced by Becta, these case studies illustrate how information communication technology (ICT) can be used to enhance teaching and learning in science. This case study looks at how children in science designed a timing mechanism that could be used in Physical Education (PE).

Children used their timer to...

This resource develops the concept of a mathematical understanding of slope. This is done through linking students’ intuitive understandings of steepness to a more precise mathematical calculation of slope.

The resource begins by presenting students with four cards showing line segments, and a further four...

 

These two lessons use the context of the scoring system of Ultimate frisbee to help students see a real-life use of how spreadsheets and data handling can assist a sporting context.  

Lesson 1 shows...

In this resource from the DfE Standards Unit, students learn to create and solve their own equations, where the unknown appears once. Most students will have been taught rules for solving equations such as ‘change the side, change the sign’ or ‘you always do the same to
both sides’. When used without...

In this resource from the DfE Standards Unit, students create and solve their own equations where the unknown appears more than once and learn that there may be more than one way of solving such equations. Before doing this activity students should be able to solve equations where the unknown appears only once....

Python can launch sub-processes that function separately. Using this approach it is possible to create any number of desktop widgets. This resource includes instructions to create two widgets: a simple RSS news reader and an image downloader for Astronomy Picture of the Day. Some additional Python modules must be...

This resource features four short tasks that involve creating, re-arranging and solving equations.

One of the tasks looks at selling tickets for a concert. Students must form two equations connecting two variables and then solve the resulting simultaneous equations. They then go on to interpret their answers...

This engineering challenge asks students to create a minute-long digital animated film that tells a creative, fictional story about a concept related to engineering. The resource provides questions to support students through the process of planning their video and asks them to create a storyboard before filming to...

This activity gives SEND pupils the opportunity to look for patterns, complete sequences, create their own patterns and develop their understanding of algorithms by making instructions for others follow. Pupils will be challenged to create step-by-step instructions to create simple algorithms and opportunities are...

This resource challenges students to design a spectacular human-powered invention for creating the spark which lights the bio-fuel generator of a newly built state-of-the-art, eco-friendly house. The students need to produce a design for their invention and enough evidence to convince the judges that the device...

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This resource from the MIT team where Scratch originated consists of a teacher guide and student workbook.

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Published by the Wellcome Trust in 2007, this report is the product of a feasibility study for a touring exhibition to promote creative learning in science. The study involved:

* Evaluating the Trust's objectives for such an exhibition and making recommendations on the
feasibility of meeting these...

Produced by the Learning Skills Improvement Service (LSIS), this case study tackles the themes of harnessing technology and innovation in STEM. The purpose of the project was to investigate how interactive whiteboards could be used to enhance teaching practices within STEM delivery at Southgate College Professional...

Creative Use of Odd Moments contains seven activities which are ideal for use as starter activities, extension questions or to develop mathematical thinking and problem solving. Each activity is accompanied by teacher notes, supplying the answers and explanations of the mathematics involved....

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