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Our website is home to thousands of free-to-access, quality-assured resources to support the teaching and learning of science, technology, engineering and mathematics (STEM) subjects. Our bespoke collections of hand-picked resources have been created to give you new ideas and inspiration. Related:  Pensamiento computacional, programación y robóticaMisc

Home - Barefoot Computing Barefoot Computing The Resource Pack Explore how girls can be happy and successful at work Welcome to People Like Me – the revolutionary approach that uses girls’ natural tendency to create and articulate their self-identity with adjectives to help them see themselves working happily and successfully in science, technology, engineering or maths (STEM). This pack equips teachers and STEM Ambassadors with materials that can show girls from a diverse range of backgrounds that, if they continue with at least one STEM subject post-16, they are likely to have better prospects and more career choice. The pack contains a quiz to show girls where people just like them are happy and successful in their work. The pack is targeted at girls aged 11-14. WISE recommends using the pack in an all-girl setting, where girls have been found to feel more comfortable sharing their strengths and aspirations. Find out more about the People Like Me project. Pack contents Download the resources

5 Ways To Utilize Kids Programming Toys | KinderLab Robotics Posted By christina On July 24, 2019 in Blog “Children are like wet cement. Whatever falls on them makes an impression.” Those are the words of the late Dr. Haim Ginott, who was a school teacher, a child psychologist and psychotherapist, and a parent educator. The idea of introducing coding to kids down at the preschool and elementary school level has been made possible by the evolving nature of coding itself. Kids learn faster when learning is made fun, and it is beneficial to use programming toys to enhance critical thinking skills — comprising a vast set of problem-solving and analytical capabilities, habits, dispositions and approaches often required in the field of computer science and programming. The question remains, how do coding robots foster learning in Science, Technology, Engineering, Arts, and Mathematics (STEAM)? How Programming Toys Foster Steam Learning Ways To Integrate Programming Toys Into Early Education Curricula 1.

Practical work in science We are working in partnership with the Gatsby Charitable Foundation and Wellcome Trust on a programme of work exploring how we can better enable all schools and colleges to engage their students with good practical work in science. The programme aims to track changes in practical work over time, to build a secure evidence base on which to inform science curriculum and qualifications reform, and to generate ideas for where and how practical science can be strengthened. Practical work is an essential part of science education. It gives students the necessary skills for higher education and employment, deepens their knowledge of scientific ideas and enables them to engage in the processes of science. Practical work can only flourish when teachers are confident in its use, schools and colleges are sufficiently resourced, and the practical skills gained by students are appropriately recognised in science qualifications. Current projects in this programme include:

National curriculum in England: computing programmes of study Purpose of study A high-quality computing education equips pupils to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science and design and technology, and provides insights into both natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work and how to put this knowledge to use through programming. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate – able to use, and express themselves and develop their ideas through, information and communication technology – at a level suitable for the future workplace and as active participants in a digital world. Aims The national curriculum for computing aims to ensure that all pupils: Attainment targets

Practical Action | Technology justice to challenge poverty Latin America In Peru and Bolivia, we help communities set up small-scale technological solutions in remote areas where there is no access to basic services, including electricity, heating, clean water and sanitation. Western Africa Building on our recent extension of consultancy work into west Africa, Practical Action has recently set up an office to deliver impact at scale in Francophone west Africa. Eastern Africa Our offices in Kenya and Sudan work with communities to develop practical solutions in energy, agriculture and urban water and waste, reducing the impact of conflict and disasters. Southern Africa Our Southern Africa office works primarily in Zimbabwe, Zambia, Malawi and Mozambique, with an emphasis on improving access to clean drinking water and better sanitation in urban slums, increasing the productivity of smallholders in arid regions, and increasing energy access in rural and urban areas. South Asia UK office

El pensamiento computacional en el aula. Posibles objetivos para Infantil y Primaria. El INTEF hace pública una propuesta normativa para Infantil y Primaria en relación con las enseñanzas de programación, robótica y pensamiento computacional en España. Se completa el informe sobre la situación actual de dichas enseñanzas, ya adelantado a comienzos de 2018, con nuevos datos de otras tantas Comunidades Autónomas. La elaboración de este informe ha sido posible gracias a la participación de representantes del Ministerio de Educación y Formación Profesional, de las Consejerías y Departamentos de Educación de catorce Comunidades Autónomas, junto a empresas, asociaciones profesionales de docentes, universidades y entidades que desarrollan actividades pioneras en este campo. La ponencia aspira a ofrecer un marco de reflexión y un punto de partida útil para las administraciones educativas. El rigor científico y el análisis de la realidad han presidido sus deliberaciones. Si quiere más información o consultarnos dudas sobre esta entrada póngase en contacto con nosotros.

The Bright Ideas Challenge | Shell United Kingdom Title: 83194_TBIC_VIDEO_02_v1.1_HD Duration: 4:37 minutes Description: Video 2 of the Bright Ideas Challenge – exploring alternative views of how future cities might look while understanding challenges that future cities may face. [Background music plays] Rhythmic instrumental music, at times fast-paced, at other times slowing down to stately and majestic. [Animated sequence] The Bright Ideas Challenge graphic, depicting a city skyline, buildings and structures in colours of yellow and grey and red, with a pale blue background above the skyline in which are several white clouds as well as animated movement of several modes of transportation such as hot air balloons and aeroplanes in the sky and trains and bicycles lower down in the depicted city. [Text displays] The Bright Ideas Challenge Close-up of the previously described cloud, now displaying text, with a second, smaller cloud towards upper frame-right, now containing the image of the charging battery. Video 2: Future Cities [Narrator] Food

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