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This simple game is an engaging way to extend learning in Scratch. It uses fairly simple scripts running in parallel to detect collisions and move sprites, which have been designed in the Scratch environment. It could be used a basis for other similar ‘scrolling’ games. 

This activity is an introduction to writing programs that can handle errors. It also helps students to understand number bases, by guiding them through the writing of a ‘base converter’ program.

Suitable for students throughout secondary computing, including those studying at an advanced level, this exercise introduces the Heap Sort and explores why it is more efficient than the Bubble Sort in another Scratch Patch article. Students learn about tree data structures, including the correct terminology for...

This game-writing activity using Scratch will bring back youthful memories for some! It provides...

This practical guide to creating a simple game is aimed at those new to programming with Scratch...

Combining some fundamental physics with trigonometry and computer programming, this guide helps students to create a simulation of the projectile motion of a cannon ball. The concepts are all briefly explained, and the program introduces some clever mathematics as well as game elements, such as collision detection...

This project, exploring basic encryption, is a useful introduction to data security as well as iterating through strings to manipulate them. The program create a ‘substitution cipher’, one of the most basic forms of encryption. It also demonstrates that, for more complex chained commands, Scratch becomes rather...

This visual mathematics project focuses on the beautiful images known as Julia Sets (named after French mathematician Gaston Julia). Students use a repeated iterations to explore the world of complex numbers, writing and amending a relatively complicated Scratch program. 

Teach Computing is an educational programme provided by the National Centre for Computing Education. It provides high-quality support for the teaching of computing in schools and colleges, from key stage 1 through to A level. The extensive range of training, resources and support covers elements of the curriculum...

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

This resource consists of a lesson plan from Cybersecurity Challenge UK on the topic of the TCP/IP model of networking. It would be useful as a topic introduction.

The magic of…is a collection of four resources, produced by Queen Mary College at the University of London, designed for teachers to use in the classroom with the intention of making learning engaging and entertaining. The four resources are all linked to the relevant curricula and provide inspiration when teaching...

A fun introduction to algebra within computer science via the medium of a card trick. This resource is part of the CS4FN series from Queen Mary, University of London. The resource consists of an introductory presentation and accompanying activity sheet for students.

A detailed infographic covering the concept of Big Data. Each graphic tackles a different aspect of this phenomena, including data sizes, big data companies, the past, present and future of big data and how data will impact society. Suitable for students aged 11 - 16 years,  the information is easy to comprehend...

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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