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You’re in the middle of a once-in-a-lifetime sailing trip around the world. As you pass the tropics, you plough into a pile of floating debris. A large log smashes into your hull and your yacht quickly sinks. Luckily for you, you’re a great swimmer, and you can see a small island on the horizon. Unluckily for you,...

This document from the Department of Education looks at how St Gregory's Catholic School Science College educates pupils and parents about cyberbullying through newsletters, their 'Parent Zone' and curriculum. The resource explores the school's resources for parents, mobile phone and behaviour polices as part of...

This booklet contains all the IET teaching resources for the BBC micro:bit.

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This book can help students acquire a background and perspective on the technologies within which they eventually will live and work. This...

In this activity, learners will improve and further develop their programmable pedestrian crossing system using the micro:...

In this activity, learners will test their product against the design criteria and suggest possible improvements.

This game from Siemens gives pupils the opportunity to design a virtual car by altering various factors such as the type of tyres, body style, engine and materials for wheels. The real-time simulation tests each design change in terms of outputs and how it performs on the road.  Once the design is finalised, the...

The number of children aged seven and under who are excluded from primary schools is very small and comprises a tiny proportion of children of this age from a very small proportion of schools. Nevertheless, some children of this age group are receiving fixed-period exclusions, occasionally leading to permanent...

In this activity students explore why a water clock was the world's first programmable system. Programmable systems are by no means a modern invention. Many regard the first to be Ktesibios's water clock, which was invented approximately 2250 years ago.

The aim of this activity is that students apply what...

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This collection of resources provides activities for children aged from 4-11, using the theme of exploring Mars as the context. The six activities for each age group of children, allow them to find out more about the...

This edition of the Computing at School newsletter focuses on teaching computing in primary schools, and contains articles covering:

*Pedagogy of computing in primary schools

*National curriculum programme of study

*Game design in the primary classroom

*Primary – secondary transition...

This document from the Department of Education looks at how the headteacher and teachers at two different secondary schools work together to promote good behaviour. The resource explores strategies including the 'head's breakfast', listening staff, the 'ladder' of detentions, visibility of senior staff and the...

This report, published in February 2015, discusses the findings of ‘The Visible Classroom’ project, which ...

This edition of the Computing at School newsletter contains articles covering:

*Computing in the national curriculum

*Computational thinking in the classroom

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