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This document is a Computing at School community resource that covers the laws of Boolean algebra. It consists of a student worksheet and answer sheet. It is very suitable as a revision resource.

These short videos provide vital information on how each of the Science Mark criterion for secondary schools is assessed.

Teaching and learning

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This documents details the topics covered in Core Maths that link to areas of biology. 

This documents details the topics covered in Core Maths that link to areas of business studies.

This documents details the topics covered in Core Maths that link to areas of chemistry

This documents details the topics covered in Core Maths that link to areas of computer studies.

This documents details the topics covered in Core Maths that link to areas of biology. 

This documents details the topics covered in Core Maths that may help to support students when studying other post-16 qualifications.. 

This teaching resource explores memory and distraction. In the activity students design an experiment and collect data to assess the impact listening to music can have on short term memory. Students are asked to analyse the data using a Mann-Whitney U Test on Excel. The learning is designed to ideally be carried...

This document, by the Royal Society, provides the conclusions and recommendations from the largest survey of technicians in schools and colleges. It gives you evidence for what technicians should be doing or could do to support science education in schools. There are views from across education and case studies to...

This London Engineering Project paper, from The Royal Academy of Engineering, describes a range of activity days which supported the engineering diploma in schools who have students who may decide to continue studying the subject to degree level.

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This Core Maths task asks students to consider the relationship between surface area and volume and how this applies to cells. The materials include a presentation that can be used to lead students through the task and to aid discussion.

The teachers' notes contains a suggested starting point for the...

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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...

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 ‘...

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