# Primary School Resources

Computing is now a core part of the UK primary school syllabus. You don’t have to use computers to teach all the topics though, and even if you have no computing background as a teacher you may be surprised how much you know!

We have created a spin-off from cs4fn for younger students to find out more about the fun side of computing called A Little Bit of cs4fn. It is still being developed, but already has areas on Spies, Superheroes, Robots, AIs and more.

### Activities

Most of our activities are adaptable for primary school audiences, but here we pick out a few that are particularly suitable or that we have used variations of ourselves in primary schools (mainly with Year 5 and 6 but also with younger children).

• Pixel Puzzles
• Solve simple colour by number puzzles and gain a deeper understanding of image representation and compression.
• Learn about pixel representation of images,  algorithms, data representation, compression, logical thinking, computational thinking.
• The Tour Guide Activity
• Devise a tour that gets a tourist from their hotel to all the city sights and back to their hotel.
• Learn about algorithms, sequences of instructions, graphs, data representation, computational thinking, requirements.
• The Knight’s Tour Activity
• Solve a puzzle where you must find a way for a knight to visit every square on a board exactly once.
• Learn about graphs, data representation, generalisation, abstraction, pattern matching computational thinking, graph traversal algorithms algorithms.
• The Intelligent Piece of Paper Activity
• Take part in a test of intelligence against an intelligent piece of paper!
• Learn about algorithms, artificial intelligence, computational thinking.
• The Invisible Palming Activity
• Do a trick where you magically move a card from one pile to another by palming it invisibly!
• Learn about algorithms, computational thinking, human computer interaction.
• The Swap Puzzle Activity
• Solve a puzzle, coming up with an algorithm that your team can follow faster than anyone else.
• Learn about algorithms, computational thinking, testing, efficiency.
• The Create-A-Face Activity
• Get the class programming a giant robot face – made of students.
• Learn about programming, if statements, simple object-based programming, human-computer interaction, artificial intelligence.
• The Emotion Machine: Create-a-Face Card
• A simple card cut out that turns into a programmable robot face that can express different emotions.
• Learn about programs, sequences, decomposition, algorithmic thinking.
• Spit-Not-So Activity
• You play a  word game  showing that “due to you computational thinking skills” you are brilliant at it.
• Learn about data structures, human-computer interaction, computational thinking.
• Magic: The Four Aces Activity
• You do a magic trick where you steal all the Aces from a volunteer without anyone noticing.
• Learn about human-computer interaction, usability, designing to prevent error.
• Magic: The Teleporting Robot Activity
• You put together a jigsaw that has 17 robots, but then put it together again and now it only has 16.
• Learn about computational thinking, human-computer interaction, usability, designing to prevent error.
• The Microwave Racing Video Activity
• You show a video where people race different microwave designs to see which is easiest to use to do a simple task. Design does make a difference!
• Learn about  human-computer interaction, usability, usability evaluation.

Other excellent sources of a similar style of activity are the New Zealand based but globally used CS Unplugged site and the Glasgow University CS Inside project.

### Booklets and other Downloads

• Artificial Intelligence: But where is the intelligence?
• This booklet explores what intelligence is and how we might create machines that are intelligent. It was created for students in Years 5- 7 (aged 9-12). It is based on a series of workshops run with Year 6 students over several years and links to many of the above activities.

### Programming

The BBC’s is a good way to start programming from as young as 3 or so. The Nina and Neurons: Go Digital game involves changing one instruction in a sequence to get the robot past the obstacles.