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Mark is a 3D modeller at Jagex, a computer games design company. He discusses his role in this video. He role involves the creation of 3D characters, areas and environments , taking briefs for art teams to bring it to life. He enjoyed art at school, was a keen gamer as a child and wanted to pursue his dream job....
Programmers can program computers to learn to do certain tasks. Although the programmer writes the initial program, as it is fed more data the computer changes the way that it carries out the task in order to improve its ability to perform it. However, ...
This book is an introduction to the graphical language Snap!. Snap! is a free graphical programming language. Inspired by Scratch, it builds upon its foundations and expands its functionality.
This resource is suitable for both the novice and experienced programmer. The author, attempts to bridge the gap...
Produced by the Nuffield Foundation, these materials describe activities that challenge children to produce a design for a vehicle. It must be suitable for use as a storage and transport vehicle for some of the equipment used in a fairground. The vehicle should be eye catching, so that it attracts attention from...
Mathematics plays a vital part in space flight, it gives us a way both to predict what should happen in the future and also ways to measure what’s actually happening in the present, and adapt to it. In this resource we look at a few places where maths helps in space flight. The maths is made simple here (it’s far,...
This lesson focuses on the statement: Modern Society relies heavily on computers, without computer systems there would be chaos. Students are asked to reflect on this statement and discuss whether they believe this to be true. In groups they are asked to look at different areas of modern life and to research where...
Written by Mark Dorling and Matthew Walker for Computing at School, this document maps the computer science, information technology and digital literacy strands of the National Curriculum Computing Programme of Study.
Each of the progression pathway statements is underpinned by one or more learning outcomes...
This edition of the Computing a School (CAS) newsletter includes articles covering:
*Pedagogy of computational thinking and programming
*Modelling and simulation with StarLogoTNG
*Scratch and RoboMind
*Text-based programming with Small Basic
*Route finding with graphs at A-Level...
This booklet is an example of a programme of study for ICT and Computing produced by Matt Britland. The programme contains details of the ICT strands and aims and fourteen original projects for students in years 7-9. Each project includes a link to a presentation that...
Ten activities for the end of term to use in class with children to have fun whilst developing computing knowledge and skills. All activities are free to use, you will just need to sign in to access them.
This edition of the Computing at School newsletter contains articles on:
*Using Scratch4Arduino in primary schools to make musical instruments
*Learning algorithms with folk dancing and fairy tales
*Kodu programming
*Developing computing schemes of work
*Functional programming...
This document, produced by Computing at School, is to support the teaching and learning of computing in primary school. The introduction explains the context of the document with computing being included in the 2014 national curriculum in England.
...This document, produced by Computing at School, is to support the teaching and learning of computing in secondary school. The introduction explains the context of the document with computing being included in the 2014 national curriculum in England and highlights the three main strands of computing: computer...
This resource contains ten posters which explain key words in the primary computing curriculum. ‘Al-the-gorilla’ explains what each key word means in a fun and informative way. The key words described are algorithm, debug, input, output, process, program, repetition, selection and sequence. The resource has been...