Showing 243 results

Show
results per page

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...

This information bulletin, from the Royal Academy of Engineering, is aimed at teachers to help them encourage students into engineering careers. The bulletin provides three case studies about young engineers and also provides a selection of activities to engage students in thinking about engineering concepts and to...

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.

...

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...

...
...

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...

Pages