Category: Resources, Devices and Platforms

Callysto Data Science

Callysto is a free, online learning tool that helps Grades 5-12 students and teachers in Canada learn and apply in-demand data science skills including data analysis, visualization, coding, and computational thinking. Why not try out these Weekly Data Visualizations?

 

What do you and your students need to use Callysto?

  • A computer
  • A secure internet connection
  • An internet browser (Google Chrome or FireFox are ideal)

 

Go to Callysto

Everyone Can Code

When you teach code, you’re also teaching logic, creativity, and problem solving—skills all students need for the future. The Everyone Can Code curriculum from Apple introduces students to the world of coding through interactive puzzles, playful characters, and activities for both in and out of the classroom. And from the start, they’ll learn to code in Swift, the same programming language used by professionals to build powerful apps.

Everyone Can Code is a set of free resources built around the Swift Playgrounds app that inspires students to code and solve real-world challenges. It includes teacher and student guides that offer flexible, engaging lessons designed to work for an hour or an academic year.  There are complementary Swift Coding Club materials for after school clubs.  App showcases give aspiring coders a chance to celebrate their ingenuity with the community, whether they’re learning in or out of the classroom.

 

Learn more about Swift Playgrounds

View the Everyone Can Code curriculum

Visit Everyone Can Code

Online platforms and programmable devices on iPad

UPCOMING APPLE WEBINARS

Everyone Can Code – Inclusive App Design Activity

Great apps start with great ideas.

Inspire your students’ great ideas with an hour‑long Inclusive App Design Activity. Learners will identify problems they care about, then plan, prototype and share app ideas that everyone can access and understand.

Each step features additional resources and tips to simplify the lesson for early learners or extend the activity using the Everyone Can Code App Design Journal for years 5–9 or the Develop in Swift App Design Workbook for year 10 and up. Learners also have the option to experiment with code for their app ideas in the Swift Playgrounds app.

Educators Steve Bunce, Matt Hanlon, and Lyndsey Balfe are hosting a special #CodeWeek webinar on 21st August 6pm CEST to go into these resources in detail. You can register for the event here

See the activity on Apple Teacher Learning Centre

Download the App Design Journal

Download the App Design Workbook

Computer Science For Fun (CS4FN) – Women in Computing Resources

CS4FN is a fantastic site full of free resources for teaching computing science, including some great lists of articles and resources highlighting the important role women have in computing.

Computer Science for Fun – cs4fn: Computer Science and Electronic Engineering: The Women are here!

Computer Science for Fun – cs4fn: cs4fn Magazine+: Issue 23: Women in Computing

Computer Science for Fun – cs4fn: Ada Lovelace: Computer Scientist without a Computer

Computer Science for Fun – cs4fn: Ada Lovelace: Visionary: Computational Creativity

Computer Science for Fun – cs4fn: Sorry to bug you: Grace Hopper

Computer Science for Fun – cs4fn: A gendered timeline of technology

The Oxford University Computing Challenge

The Oxford University Computing Challenge is an invitation challenge for those learners who score in the top 10% of the Bebras Computational Thinking Challenge.
However, even if you’re not invited there are some great computational thinking challenges for your learners from last year that you can access and use freely.

 

Challenges – OUCC

The Big Book of Computing Pedagogy from Hello World

Hello World’s first-ever special edition focuses on approaches to teaching computing in the classroom, and includes some of our favourite pedagogically themed articles from previous Hello World issues, as well as a couple of never-seen-before features. This special issue aims to be your companion to learning about tried-and-tested approaches to teaching computing. It bridges the gap between research and practice, giving you accessible chunks of research, followed by stories from trusty educators who have tried out various approaches in their classroom or educational space.

In this issue, you’ll find:

  • Techniques for fostering program comprehension
  • Advice for bringing physical computing into your classroom
  • Introductions to frameworks for structuring your lessons

And much, much more!

 

Get your copy

Sign up for CyberFirst Girls Development Days!

This year’s CyberFirst Girls Competition was a great success with over 6,000 entries from across the UK! And we’re not stopping there – girls that entered the 2020/2021 competition are now eligible to attend free Development Days and continue their CyberFirst journey.

 

The CyberFirst Girls Development Day initiative is inspired and led by the National Cyber Security Centre (NCSC) – a part of GCHQ to encourage understanding of the different specialisms within cyber security and equip the girls with practical, in-demand skills.

 

On the day, the girls will be role-playing as cyber security experts working for a fictitious app company, Sirius Cyberworks. Unfortunately, disaster has struck and there has been a serious breach of the company network – a new flagship app has been leaked.

 

The girls’ role is to work through four different parts of the company, uncovering how the leak happened whilst learning new cyber skills along the way.

 

The development days are running throughout October and:

  • are open to girls now in S2/S3 in Scotland
  • consist of a series of fun, interactive one day face-to-face courses; or two half-day virtual sessions (depending on the preferred delivery model)
  • feature guest speakers and videos from trailblazing women leaders working in the cyber industry

 

Places fill up fast, so make sure you secure yours as soon as possible. Reserve your place today with your priority booking voucher code: CFSCOT2021

 

Click here to find out more and reserve your place or share with any friends or family who may be interested.

EDUBLOCKS

EduBlocks is an online coding platform for Python. There are projects and learning resources to help you get started and then you can start coding Python with blocks before transitioning to text-based coding. Being able to see the Python text on the blocks is useful when introducing the new language to learners. Once you’ve built your script with blocks this can then be viewed and edited as text, just like the real thing.

 

EduBlocks Learning Portal

scratch coding

SCRATCH

Scratch is a free online block-based coding editor and community. With Scratch, you can program your own interactive stories, games, and animations — and share your creations with others in the online community.

Scratch helps young people learn to think creatively, reason systematically, and work collaboratively — essential skills for life in the 21st century. It is designed, developed, and moderated by the Scratch Foundation, a non-profit organization.

There is also a Scratch Jr app that is free and designed for younger learners.

Getting started with Scratch by Code Club

OTHER SCRATCH POSTS

digital xtra fund port ellen

RESILIENT ROBOTICS TEACHING – THE NEXT GENERATION: HOW TO CODE AT PORT ELLEN PRIMARY SCHOOL    A robotics club from Port Ellen Primary School (@portellenps) on… Read more

scratch webinar 27may

The Young Engineers and Science Clubs Scotland (YESC) programme supports learners aged 3-18 and their teachers with a range of innovative STEM projects, such as… Read more

CS First CS First is a free computer science curriculum from Google that makes coding easy to teach and fun to learn. Their site has… Read more

sphero robot

SPHERO

Sphero (@SpheroEdu) is a range of programmable robots, often spherical in shape, that can be remote controlled or programmed with code.
Programmable devices can be an excellent way to engage learners with a hands-on experience of coding, which is an abstract concept.

Here is an example of a Sphero in action:

The learners in this video were challenged to make the Sphero follow a ‘fairway’ route on a golf course floormat. They had to measure the distance of each straight, the angle of any turns and then create an algorithm for the Sphero to follow the path and reach the ‘hole’. There was lots of trial and error involved in getting the right speed and duration for the Sphero movement blocks but they all got there in the end – even if some were over-par! This learning involved an application of maths skills and understanding, along with some new computational thinking and programming ones.

OTHER SPHERO POSTS

by Laura Di Pasquale, Wellshot Primary School, (@LauraKeeney01) Due to the upcoming COP26 taking place in Glasgow, the Apple Regional Training Centre Glasgow is driving… Read more