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Siemens have created a number of high-quality engaging online interactive games and activities for pupils of all ages covering many aspects of the STEM curriculum.  Topics range from cybersecurity to carbon emissions; programming to dressing a site worker in appropriate personal protective clothing. Many of the...

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

In this activity pupils will make use of the BBC micro:bit to design and create a programmable system that can control the temperature and soil moisture levels in a ‘smart’ greenhouse. They will analyse a design brief and design...

The relationship between energy and states of matter is sometimes difficult for students to comprehend. This activity helps to reinforce the notion that, when energy is added to a system, the molecules themselves do not change but their motion and relative positions do change.

While the model is a...

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...

This resource contains ten instant maths ideas using spreadsheets to solve mathematical problems. Mathematical topics explored include: * solving equations to complete a think of a number puzzle * completion of magic squares * exploring different sequences * the ‘Rich Aunt’ problem * an exploration of cubic graphs...

This document from the Department of Education looks at how teachers at schools in the White Horse Federation lead by example to encourage good behaviour and academic achievement. The resource explores strategies including teacher induction on behaviour, language skills and celebrating diversity, as part of the...

This resource by Pedagogics explores subtle adjustments to teacher's language in order to be less emotive, more objective-led and promote progress.

A useful handbook for setting up a student-led STEM club, with exemplars from three schools.

It is increasingly recognised that giving students opportunities to act as ambassadors and mentors for STEM subjects outside of school can be of great benefit to the individual, their institution, and to the broader...

In this video from Osiris Educational Bill Rodgers discusses his...

Students who refuse to follow instructions are among the most...

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...

The Computing at School newsletter is published three times a year. It is full of practical ideas for teachers of computing in primary and secondary schools, with articles contributed by a number of CAS members. With input from teachers, academics, advisors and industry professionals, it provides a varied source of...

This infographic gives a clear overview and summary of the progression of the Teach Computing Curriculum through each key stage and year group from the beginning of key stage 1 through to the end of key stage 4 with suggestions for post-16 options.

The Teach Computing Curriculum resources contain everything...

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...

The aim of this activity is to raise awareness of human interface design issues. In a world where poor design is rife, people have become accustomed to dealing with problems caused by the artifacts with which they interact, sometimes blaming themselves instead of attributing the problems to flawed design. The issue...

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