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This archive document guides teachers introducing Logo to the computing classroom. While some sections may refer to outdated technologies, many of the techniques and learning outcomes remain relevant to users of any Logo platform. The activities begin with simple drawing using the turtle and pen, and progress...

This cross curricular activity includes science content from Year Four of the primary curriculum. It introduces programming and control, linked to the outside world through sensors - in this case, the computer's built-in microphone or a peripheral microphone. Programs are written using Scratch (online or offline)...

This report gives details of a series of computing lessons designed to relate fundamental concepts of database use and design to children in Primary and Secondary Education (ages of 6 to 16). The skills and concepts developed in...

This computing resource for primary schools introduces the concept of decomposition through dance. Using combinations of hand-jive, clapping or tutting, the lesson demonstrates how complex sequences of instructions (algorithms) can be broken down into smaller chunks. The children are challenged to look for patterns...

This resource explores how 'Euler's characteristic' has had an impact on many aspects of real-life, from computing to the shape of a football. The has been created by the Royal Academy of Engineering in partnership with Tomorrow's Engineers as a STEM club or STEM Ambassador activity, but can also be adapted by...

A guide to 12 different engineering disciplines showing different pathways into engineering, to support students with their career decision-making.

Engineering is a diverse, wide-reaching sector and it can be hard to decide which of the many areas to pursue. In this booklet you will find an overview of...

This classroom resource for secondary computing lessons outlines the history of development of computers. It covers thousands of years of history, including:

  • the abacus
  • log tables
  • the calculators of Pascal and Leibnitz
  • Jacquard looms
  • Babbage's Difference Engine and...

A range of downloadable classroom posters to support learning in science, computing and engineering. They link to curriculum topics including: forces,...

A detailed presentation from Ben Houghton, data scientist at Barclays PLC. It is good introduction to Big Data and the three Vs (volume, variety and velocity). Other topics covered are machine learning and its use in fraud detection, legal and data privacy challenges and technology bottle necks caused by...

In this activity children are introduced to decision trees and their use in computing algorithms. Working together they consider how a decision tree might support the navigation of the ExoMars rover searching for a suitable place to drill.  They then role-play the rover and follow the decision tree instructions,...

This activity provides a cross-curricular opportunity, mixing computing, design technology and science in the context of designing a Mars rover. Children consider the requirements of a Mars rover and create criteria for the design. They design their rovers then evaluate them and re-design them, modeling the process...

This activity combines computing and maths to look at algorithms. Children are challenged to solve missing number problems in number sequences, using logical reasoning. Additional challenges are then presented, and children are asked to share not just the answer, but the approach they took to solving the problem...

This activity gives pupils in key stage 2 the opportunity to plan, test and execute a simple mission on the moon. Throughout the session pupils will take it in turns to give commands and to navigate blindly across the lunar surface. Pupils will be taught to understand the importance of clear step by step...

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