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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 activity follows on from a previous graphics surface project. Previously a single graphics surface was created - this Python program uses multiple surfaces to build more complex graphics and to create effective animations.

Students are encouraged to experiment with the behaviour of the program, and to...

The Royal Society and the Association of Science Education commissioned a wide reaching survey on the provision, roles, responsibilities, working conditions and opinions of laboratory technicians in secondary schools and colleges in 2001, and had over 5000 technicians responding, making it the largest survey of its...

Survival Rivals are hands-on experiments inspired by Darwin and produced by the Wellcome Trust.

The three resources in the series are:
* I'm a Worm, Get Me Out of Here (exploring natural selection)
* Brine Date (looking at sexual selection)
* The X-Bacteria (investigating antibiotic...

Explore the world of sustainability through the knowledge and expertise of those seeking to effect change and make a difference. Through a series of videos, webinars, articles, ideas and practical activities young people aged 11 to 18 and their educators can expand their knowledge, question the world around them...

Suzie researches how the sun influences the planets in the solar system.  She also teaches physics to undergraduates and is involved in a lot of outreach.  Suzie is currently working on the BepiColombo mission to Mercury. 

There are two cuts of the video – one aimed at primary aged children, and one for...

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 ‘...

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...

The activities in this collection, from the Ellen MacArthur Foundation, are all designed to introduce the principles of the circular economy to students in secondary school. Before teaching the activities, it is recommended that teachers firstly introduce the concept of the circular economy using the introductory...

Materials to support the use of the TI-Nspire and enrich the classroom experience. The materials include STEM activities with TI-Nspire.

The data handling features of TI-Nspire and the emphasis in the new secondary curriculum on real-life contexts, curriculum opportunities and cross-curricular dimensions...

Trends in International Mathematics and Science Study (TIMMS) has the goal of helping countries make informed decisions about how to improve teaching and learning in mathematics and science. This report summarizes the results of the TIMSS 2011 international mathematics assessment of fourth and eighth grade students...

In this video, behaviour expert Dr Bill Rogers ex...

A Mathematics Matters case study which looks at how advances in statistics allow us to analyse risks and consequences and so make informed decisions. Risks are an unavoidable part of modern life, but mathematicians and statisticians have developed a variety of methods to help mitigate its effects. These techniques...

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