Browse Items (21 total)

  • Collection: Website

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 six-lesson unit supporting the transition from block-based programming to Python using familiar micro:bit projects. Learners create a name badge, animation, emotion badge, step counter, nightlight and rock-paper-scissors game while developing…

A two-lesson unit introducing AI and machine learning through discussion and hands-on model training with micro:bit CreateAI. Students collect movement data, train and test a machine-learning model, and learn that models match new data to patterns…

A two-activity design challenge for ages 11-16. Students prototype wireless environmental sensors for ocean monitoring and design an algorithm and autonomous prototype for responding to oil spills, connecting computing with Global Goal 14 (Life Below…

A pair of extended design challenges for ages 11-16. Learners build a prototype tree-protection alert system using radio communication and an automated farming prototype using moisture sensing, connecting computing and electronics with Global Goal 15…

A four-lesson unit for learners aged 11-14 in which students investigate sensory learning environments, evaluate sensory aids, and design and program a classroom sensory aid using the BBC micro:bit. The sequence combines user needs, pseudocode,…

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.

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…

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.
Output Formats

atom, csv, dcmes-xml, json, omeka-xml, rss2