A collection of primary resources contributed by the CAS members to the CAS Community site to help "Get Started"
Created by Simon Humphreys
last edited Feb 20 2020 by Matthew Parry
Help for primary schools with planning and gives guidance on how best to develop teachers' skills
Help for secondary schools with planning and gives guidance on how best to develop teachers' skills
Packed full of articles written by teachers in both primary and secondary sectors, plus a roundup of news about the many initiatives now promoting the development of Computing in schools. Lots of practical resources to use in the classroom and help enhance your understanding of the new curriculum.
A computational thinking guide & Progression Pathways assessment framework including computational thinking: KS1 (Y1) to KS3 (Y9)
See also:
An introduction for primary teachers - PowerPoint used in a CPD session based on content from the NAACE/CAS guidance for primary teachers
This has been written for Head teachers, Governors, the SLT and class teachers. The aim of this document is to demystify the programme of study and to dispel fears that it might be difficult to implement in their school.
45 minute presentation at BETT 2014 Learn Live by Miles Berry
(free but simple registration required)
Updated regularly with new resources. Includes resources on:
This activity introduces pupils to algorithms as sets of rules through looking at graphemes.
This activity gets pupils working out a simple algorithm for how to share objects and starting to understand what algorithms are.
This activity involves pupils tinkering with Bee-Bots to find out what they do and how to program them.
This activity involves your pupils tinkering with Scratch to find out what it does and how to create programs in it.
In this activity pupils create an algorithm to draw the shape of a numeral, then program a Bee-Bot to navigate a route tracing the shape.
In this activity pupils are given programs that do not do as expected and use logical reasoning to predict what will happen and debug.
This activity introduces the concept of logical reasoning as pupils predict the behaviour of an onscreen toy in a World map game.
In this activity pupils design and solve challenges using a programmable toy, creating algorithms to navigate a route.
In this activity pupils work with number sequences using logical reasoning to extend their knowledge and understanding of rule based algorithms.
This activity involves your pupils tinkering with Scratch to find out what it does and how to create programs in it.
In this activity pupils use logical reasoning to detect and correct errors in algorithms used to draw pictures constructed from 2D shapes.
In this activity pupils learn about repetition by creating programs in Scratch to draw patterns made of simple shapes.
In this activity pupils program an animation illustrating the steps in fossil formation and learn about programming and sequencing in Scratch.
In this activity pupils program an animation of a Viking raid and learn about programming and sequencing in Scratch.
In this activity pupils create a maths quiz in Scratch, learning about selection and how it can control the flow of a program.
In this activity pupils learn about variables and how they can be used in programs, making a scoring system for the selection maths quiz.
In this activity pupils learn about the difference between the internet and the WWW and how web pages are viewed across the internet.
In this activity pupils investigate different input devices and create short Scratch programs that use the input devices.
In this activity pupils write a short piece of code that controls a LEGO Education WeDo motor using Scratch.
In this activity pupils create a sound monitor for their classroom using Scratch.
In this activity pupils detect and correct errors in water cycle programs using logical reasoning.
For primary
For secondary
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