Website

Dublin Core

Title

Website

Subject

Website

Description

Website

Collection Items

The gender-equality and anti-harassment committee of the Computer Science lab of Aix Marseille University was founded in 2018. Women of the committee are frequently involved in primary and secondary schools to present their research. They have also…

STEM Learning offers resources for teaching computing at primary and secondary education levels. These are aligned with the UK national curriculum.
Resources include lesson plans, teachers’ notes, presentations, videos, activity sheets, games and…

A guided lesson plan where students use coding skills in Sprite Lab to recount stories and describe characters.
Includes preparatory materials, lesson slides, character study programs, discussion prompts, and extension activities.

CS Unplugged is an educational website that introduces Computer Science through unplugged learning activities, games, and puzzles using simple materials such as cards, string, crayons, and printable classroom resources. The platform offers content…

A six-lesson unit aimed at students age 11 to 14. It introduces computational thinking, programming and computer systems through unplugged activities and learning with the micro:bit, with no prior learning assumed.

A three-lesson unit for students between 11 and 14 years of age. Students learn about the importance of cyber security and ethical hacking, explore malware and strong passwords, and design and program a strong-password generator using the micro:bit.

A classroom activity in which students simulate public-key encryption by using public information to encode a message and a private key to decode it. The activity is designed for whole-class use and includes an interception scenario.

A unit in which students explore the technologies that make up the Internet and World Wide Web. Students 12 to 14 years old investigate HTML and CSS, how websites are catalogued and retrieved using search engines, and build a functioning website.

An unplugged activity in which students use a predefined robot vocabulary, pens, paper and cups to guide one another through tasks. The activity teaches the connection between symbols and actions and develops debugging skills.

An 18-session/30-hour project-based curriculum designed for students age 12 to 14. It uses Scratch for game design and includes an overview, measurement strategy, lesson plans and a gradebook with formulas, alongside non-computer hands-on activities.
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