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In this activity aimed at ages 9-10, children solve a problem faced by farmers in Mexico – ‘How to grow strong, healthy plants, that can survive and thrive in difficult conditions’. ...

This activity is designed to deepen understanding of hypothesis testing. Students are presented with a coin which is suspected of being biased. A hypothesis test is set up. A results table is shown giving the significance of the result at different levels of significance for different outcomes. Students are...

This maths-based challenge explores sustainable travel, developing student understanding of the effects that some modes of transport have on the environment and ways of reducing it.

Students are asked to compare alternative methods of transport by calculating journey times and their carbon footprints.  The...

In this project students design a school of the future for their local community using Autodesk Revit software. The first six lessons in the series are research based where students look at sustainability, the needs of their client (their community), green materials and green building principals. They use this...

This is one of a series of resources to support the use of the BBC micro:bit.

In this activity pupils will design and create a complete programmable system that uses several BBC micro:bits to allow parents or guardians to safely access the school to collect their children. They will analyse a design brief...

The Science Behind the Materials activities are part of a collection of materials from the Institution of Engineering and Technology (IET). The activities enable students to:

• understand that models can be used to...

A ten-lesson sequence progressing from the basics of Scratch through to creating simple games. It includes:

  • drawing shapes and using repeats
  • accepting keyboard input to control the movement of sprites
  • planning algorithms using flow diagrams and executing them in Scratch
  • ...

This Barefoot Computing resource builds on the ‘Maths quiz with selection’ learning activities which should be undertaken first.

It involves improving an existing Scratch maths quiz and adding score-keeping using...

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Produced by the Health Protection Agency, this e-bug resource contains teacher guidance, stimulus materials and student activity suggestions. It looks at the topic of disease prevention through vaccinations.

In the main activity students take part in a simulation to see how vaccines are used to prevent the...

This activity allows students to investigate how images are produced from data streams by using first a spreadsheet and then an image-processing program. They then go on to see how the usefulness of such a monochromatic image may be enhanced by using lookup tables and calibration. The materials used focus on the...

This resource contains the fourth session of the Active Approaches to Level Three Applied Science, produced by the Science Learning Centres and the Nuffield Foundation. The session looks at developing assignments, their learning objectives and structure and warns against malpractice and plagiarism. It also...

This four-lesson sequence teaches students to create multimedia for a given purpose. Using digital cameras and special desktop publishing software, students create a comic-book representation of the life of William Shakespeare. They are required to plan and execute the project from the beginning and to evaluate...

In this activity from ARKive, students use a key to identify several species of shark and ray. Extension questions use video of shark movement available on the ARKive website as a context to discuss adaptation.

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