Resources by Queen Mary University of London
Displaying 61 - 70 of 96
Searching, sorting and Big O notation
A resource from the CS4FN bank produced by Queen Mary and King’s College, University of London. Students will be able to link the algorithms that they have learned and the relative complexity expressed in Big O notation. The resource consists of a series of slides, program files with solution, an activity sheet and...
Sequencing puzzle - the life cycle of a frog
This activity highlights comparisons between the life cycle of a frog and basic programming, exploring sequencing through flow charts and loops and repetition. Link science and computer science together in the cross curricular activity.
Session 2: Bitmap Images
In this session you will look at how images are made on computers using picture elements or, more commonly known as, pixels. If you have access to a computer you can follow the computer based activity. If you do not then you can follow the unplugged activity. Either way you will begin a journey into understanding...
Session 6 - The intelligent piece of paper
The main objective of this session is to understand algorithms in the context of artificial intelligence.
Instuctions...
Software testing
This document consists of presentation slides on the topic of software testing. It defines relevant keywords and explains testing methodologies. It could form a useful revision resource or comprehension questions could be designed around its contents.
Spit-Not-So
This activity from the CS4FN team at QMUL is a metaphorical introduction to Human-Computer Interaction (HCI), graphical user interfaces (GUIs) and the difficulties of working at the command line.
The whole-class activity uses a game called spit-not-so. The winner of the game is the first to choose, from a...
Spot the difference
An excellent activity from CS4FN to train students’ eyes to spot errors in code. This would form a useful starter activity.
Swap Puzzle
Using a set of simple ‘swap puzzles’, this CS4FN activity helps students to learn, fundamentally, what an algorithm is and how they can be made more efficient. Students are encouraged to create algorithms for solving the puzzles which can be used by future players to win, with no understanding of the game, in as...
Sweet Learning Computer
To play a simple game called Hexapawn, an ‘artificially intelligent’ computer is created made entirely from sweets. The game is like a mini version of chess; the rules are explained fully, and a playing board drawn. The ‘machine’ then ‘learns’ how to improve its playing of the game by trial and error and by ‘...
Teleporting Robot
This CS4FN activity from the team at Queen Mary University of London highlights some issues encountered during the design of human-computer interfaces (HCI). It acts as an introduction to HCI, introducing the need to translate problems and to understand how people behave.
The activities include a robot...