Showing 252 results

Show
results per page

In this activity, students use the data gathered during the Wii Fitness investigation to contextualise cumulative frequency curves. Curriculum links include grouped data, cumulative frequency graphs. box plots, median, quartiles and distribution.

...

On December 15th 2015 European Space Agency astronaut Tim Peake launched on the six month Principia mission to the International Space Station (ISS). Principia was named after Isaac Newton’s Naturalis Principia Mathematica, describing the principal laws of motion and gravity.

The education and inspiration of...

In this project, students use Autodesk Homestyler to design a living space for a disabled client. The design must include a ground floor living space with outdoor landscape. The overall plot must not exceed 25m x 60m and the living space must not exceed 10m x 40m. Students create a customer profile to base their...

This resource from Practical Action includes a presentation and worksheets which give Key Stage Three and Four students opportunities to understand more about the impact of existing and new products on people and the environment. The presentation is packed with useful activities to reinforce students' learning. The...

This is a resource aimed at students aged 11-14. It is one of a series that support the use of the BBC micro:bit in the classroom. The pack contains several lesson plans, presentations and student handouts. The first ‘unplugged’ lesson introduces students to how programmable systems work, the second they are walked...

...

This series of three lessons introduces Python programming to students in secondary school. The lesson objectives include:

  • Creating simple code including the input and print scripts
  • Using "If statements" to make a decision
  • Using the random function in programs

Detailed...

This activity is a space-themed coding project for learners, combining six to ten hours of STEM linked learning. These lessons use Scratch game creation to explore space and interplanetary missions.

These materials use the land speed record attempt as a context for teaching about the irreversible changes and energy transfers that occur in BLOODHOUND SSC’s rocket engine.

The BLOODHOUND SuperSonic Car (SSC) World...

Artificial intelligence (AI) is a disruptive technology, meaning that it is significantly changing the way that people, businesses, and industry interact. To put it in context, the invention of the wheel, electricity, TV, and GPS are all disruptive technologies that changed the way in which society worked.

...

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
  • ...

Pages