Maths in the Real World

Today (Monday the 17th June), we launched the new and improved ‘Maths in the Real Worldresource on LGfL. The resource aims to inspire the evolution of pedagogy away from textbook based theoretical maths exercises to a more immersive experience, where the learner is put in a range of engaging real life situations and can see the reason why maths is needed. These range from ‘Search and Rescue with HM Coastguard’ where the maths involved is a matter of life and death, to the maths behind poor behaviour on a football pitch, to exploring the life expectancy of an iPhone and even contagion rates behind a biological outbreak of a virus.

All of the resources have differentiated levels of support and include case studies of innovative ways in which they have been used to target specific learners as well as demonstrating how to enhance the materials further through the use of cloud based learning platforms.

“The reasons these resources are effective is because most students want to know why they are learning something, not just learning it for the sake of it. You need to link the activity to something real and these resources do exactly that.” Grahame Smart (LGfL Maths Consultant).

With the new resource are embedded case studies that exemplify how schools have made use of the resources and the impact this has had on the learners involved.

Stock Market Challenge:

Space Adventures Live:

LGfL Maths Bootcamp:

A couple of other popular resources on LGfL have had maths updates too, see below:

Busy Things

Do you love Busy Things Phonics Resource Maker? They have just added a maths one! The new Maths Resource Maker allows you to make your own printable maths resources for children aged 3 to 11.

There are nine different kinds of resources to make with multiple customisation options (e.g you can choose your own content and formatting and there are 27 styles of numerals to choose from):

  • Enumeration and counting
  • Number formation
  • Number sequences
  • Number bonds
  • Addition and subtraction
  • Times tables and multiplication

       

J2Toolsuite – J2Blast

Just2easy recently teamed up with Mathsweek London 2019 to bring you a range of exciting maths activities; old favourites in J2Blast such as TtBlast and SATsBlast KS1 & KS2 (mental arithmetic for KS1 and KS2) but they also introduced a new SatsBlast KS3. 

The new SatsBlast KS3 can be found by clicking on the tab at the top entitled ‘Mathsweek London’.

It has similar functionality to the other SatBlasts in that you are given the option to choose the degree of challenge:

Click on the “have a practice” icon and this will generate a sliding toolbar from which you choose the level: Pythagoras Theorem (entry level 1) up to Sequences (level 7), with trigonometry, percentages, standard form, indices and averages (levels 2-6).

Alternatively, the pupils can take a 30 minute test:

Once the test is completed you can see individual’s scores as well as class data.

We hope you like these updated resources and features. If you use any of them do let us know by posting on LGfL’s Twitter or Facebook.

 

 

 

STEAM School & LGfL Pilot Project

Meet the people who are crafting our future…

LGfL and Steam School will be collaborating on a series of live broadcasts with leading tech entrepreneurs, giving LGfL members a unique, behind the scenes, insight into exciting industries like video gaming and why young people should develop their digital making and entrepreneurial skills whilst at school, preparing them for a very digital future.

At LGfL we are looking forward to a summer pilot project we are running with Steam School. The aim is to connect schools with science and tech innovators via weekly live broadcasts and accompanying mini challenges. By showcasing the stories of young innovators, discussing tech trends and scientific breakthroughs, Steam School inspires students to develop a new awareness about how rapid technological change is transforming the world in which we live.

Participating schools will be eligible to enter our Generation Tech Challenge with the possibility to win £250 for your school’s STEM budget. The broadcasts are scheduled to take place during the month of June 2019.

The dates for the live broadcasts at 2pm are:

  • 11th June – Starship Group
  • 18th June – Draw and Code
  • 26th June – Milky Tea
  • 3rd July – A Celebration Broadcast to announce the winners of the Generation Tech Challenges).

Please visit STEAM School Pilot to register your LGfL school’s interest in taking part.

In the meantime, if you are trying to promote STEM subjects in your school, here are some resources on LGfL to inspire teachers and pupils:

Polar Exploration

British Antarctic Expedition 1910-13

LGfL worked with the Scott Polar Research Institute at Cambridge University in creating this comprehensive resource, which provides a unique insight into the ‘Heroic Age of Scientific Discovery’. Featuring exclusive access to the historic archive of the most famous polar expeditions of the 20th Century, the resource includes:

  • Video footage of equipment and artefacts from the most famous expeditions, complete with text transcripts of the expert explanations
  • High-resolution photographs of objects featured in the video footage
  • Journal extracts read by a descendant of a member of Captain Scott’s Discovery expedition
  • Interactive map of the Polar Regions with plotted locations of the multimedia assets
  • The opportunity to meet a modern-day polar explorer and hear of his experiences living for extended periods of time in some of the world’s most extreme environments. A wide range of learning materials to support all images, video and audio recordings.

Space Adventures – Mission to the Moon

Follow the intrepid astronaut Tazz Anderson and her onboard computer (MIC) on a mission to the moon to bring back the valuable raw material ‘Dysprosium’ for use in smart devices back on planet Earth. Will she achieve the mission objectives and will she encounter any problems along the way?

It features dramatic content and a virtual reality experience linked to the narrative. The aim is to draw the learner into the turn of event that threats the ability of our intrepid astronaut Tazz to return safely back to Earth. Will her on board computer be enough to get her back safely or will she need to draw on her maths and science knowledge and understanding?

The resource features a comprehensive set of resources for maths, English and science and a computing unit created my Max Wainwright, author of the popular Espresso coding resource for primary schools.

There is even a section on how to build your own rocket and launch it with a Micro:bit as the integral data logger and how to create your own Space Adventures using green screen techniques. This resource could also be used if you are marking the Apollo 50th Anniversary in July. Watch this new video explaining how to run a live event and secure impact at school.

VR/AR Resources

LGfL works closely with the experts at Inspyro and Avantis to bring the latest Augmented and Virtual Reality content to LGfL schools. The aim is to help support the effective delivery of the curriculum through unique, engaging, interactive and affordable AR/VR experiences.

If you want a glimpse into the future of AR why not watch this explanation about how we can bring objects and people in to a classroom without even needing a trigger image:

Maths in the Real World

Maths in the Real World is a transition resource for Key Stage 2-3. The activities are ideal for use either before or after the move from primary to secondary. It offers detailed differentiation ensuring there is something for all ability levels and has been carefully designed in line with the national curriculum and natural mathematical learning.

There will be two additional units added later this term –

  • The Stock Market Challenge offers an exciting real world simulation of live stock market changes and how they can impact on the performance of shares and ultimately how much money can be won or lost.

  • The iPhone challenge explores how a deep understanding of probability could save you money when thinking of upgrading your phone.

Search and Rescue with HM Coastguard

Much more than a series of exciting, attention‐grabbing videos and images, Search & Rescue is extensively mapped to the maths national curriculum and includes detailed lesson plans and resources to enable pupils to apply their skills in context, solving problems for themselves. It features comprehensive and differentiated support materials; topics covered include Bearings, Pythagoras and Trigonometry, Algebra, Vectors and Speed, Distance and Time.

Viral Contagion Maths

Viral Contagion looks at the real world maths that could occur as a result of an outbreak of a biological virus in an urban area. Dramatised news reports describe the impact of the virus outbreak across South London, challenging students to consider the maths behind such scenarios.

This resource offers a collection of four discrete, differentiated lessons that provide an engaging and challenging focus for Key Stage 3 and 4 maths students.

Switched on Science

Switched on Science is a flexible and creative investigation-based programme with a clear focus on working scientifically in primary science lessons. It is packed with best-practice CPD videos and supportive lessons to ensure every teacher can deliver the programmes of study with confidence. The package comes with all the additional resources teachers need to teach the entire science curriculum, ranging from a video for each unit, teacher guide, interactive exercises, pupil workbooks, ideas for differentiation, and much more.

In addition to LGfL resources you may want to look here:

If you are interested in promoting the Arts in addition to STEM subjects too, read more about SteamCo’s work (they are another non-profit organisation). They are campaigning, celebrating and connecting pupils with the arts and their communities. One of the schools they have visited as part of their ArtsConnect19 tour is Parklands, Leeds. Many of you will have seen Chris Dyson, the Headteacher, deliver a keynote at our recent LGfL Curriculum Conference. Here is a video clip posted by Nick from SteamCo in case you missed Chris’ Keynote.

Also remember to visit EduBlocks; to make the transition from blocks to Python easier. Josh (15) is the creator of Edublocks and he was a huge hit at the recent LGfL Curriculum Conference when he delivered a keynote.

Finally, the BP Educational Service is a free, online STEM teaching resource that was established to inspire young people to pursue a future in science, technology, engineering or maths (STEM). The BP Educational Service website provides an extensive range of free teaching resources to accompany the curriculum including videos, lesson plans, posters, quizzes and worksheets and the opportunity to take part in the annual Ultimate STEM challenge. If you would like to know more please visit https://bpes.bp.com/

Remember if you do use any LGfL content (especially relating to STEM) to inspire your students do let us know by posting them on LGfL’s Twitter or Facebook.

 

 

British Science Week – 8th-17th March 2018

British Science Week, run by the British Science Association runs from the 8th – 17th March 2019 and is a ten-day celebration of science, technology, engineering and maths.

The British Science Week website has activity packs for Early Years, Primary and Secondary students, the packs are designed to be your one stop shop for supporting teachers during the week. The theme for the packs is ‘journeys’, from creating tunnels, time capsules and perfume to keeping a nature loaf and mummifying an orange, there’s something for everyone.  The activities include both lesson plans and assemblies.  There is also a poster competition, students can make their poster about anything involving journeys.

There are several resources that LGfL schools can use during this time all around the theme of journeys.

Why not download our new Significant People resource for KS1 and KS2, this resource takes a handful of particularly important events and people and investigates their impact on history. Using Augmented Reality and interactive 3D you can see the route taken by Christopher Columbus, or explore the first powered flight test and touch down on the surface of the moon with a 3D animation of the Eagle lander.

Or journey to Antartica with our Polar Exploration resource. LGfL worked with the Scott Polar Research Institute at Cambridge University in creating this comprehensive resource, which provides a unique insight into the ‘Heroic Age of Scientific Discovery’.

Featuring exclusive access to the historic archive of the most famous polar expeditions of the 20th Century, the resource includes:

        • Video footage of equipment and artefacts from the most famous expeditions, complete with text transcripts of the expert explanations
        • High-resolution photographs of objects featured in the video footage
        • Journal extracts read by a descendant of a member of Captain Scott’s Discovery expedition
        • Interactive map of the Polar Regions with plotted locations of the multimedia assets
        • The opportunity to meet a modern-day polar explorer and hear of his experiences living for extended periods of time in some of the world’s most extreme environments.
        • A wide range of learning materials to support KS2, KS3 and KS4

Follow the intrepid astronaut Tazz Anderson and her on board computer (MIC) on her journey to the moon to bring the valuable raw material ‘Dysprosium’ for use in smart devices on Planet Earth in Space Adventures – Mission to the Moon. This unique and engaging cross curricular resource is based around an original story commissioned by LGfL by the award-winning author Cath Howe. The resource features a comprehensive set of resources for Maths, Literacy and Science and a Computing unit created by Max Wainewright.

With Viral Contagion English and Viral Contagion Maths, students can use their Maths and English skills to look at the journey and spread of a biological outbreak in South London. Dramatized news reports describe the impact of the outbreak, challenging students to consider the use of language behind such scenarios and the need for effective communication to help save lives, alongside using their mathematical skills to understand the speed at which an outbreak can spread.

The entire Primary ‘Switched on Science’ scheme, offering full coverage across Key Stage 1 and 2  is available to all LGfL-connected schools. Switched on Science is a flexible and creative investigation-based programme with a clear focus on working scientifically. It is packed with best-practice CPD videos and supportive lessons to ensure every teacher can deliver the science curriculum with confidence. The package comes with all the additional resources teachers need to teach the entire Science curriculum, ranging from a video for each unit, teacher guide, interactive exercises, pupil workbooks, ideas for differentiation, and much more.

 

Virtual Experiments for Years 1 – 6, these ever popular online resources are ideal for demonstrating difficult scientific concepts – with the added benefit of:

  • Minimising the time, mess and fuss involved in experiments
  • Allowing you to repeat, slow down or vary the conditions of experiments
  • Being useful for revisiting key work pupils may have missed or forgotten

Busy Things has a wide range of resources and games for use in Early years, KS1 and KS2 there are over 100 activities that are linked to the science curriculum that could be used during your science week. These include writing projects, interactive worksheets, graph projects and printables.

Widgit Symbols are simply drawn, colourful symbols designed to illustrate a single concept in a clear and concise way. They cover a range of topics (including science) wide enough to make them suitable for symbol users of all ages and abilities. Already used by many SEND departments and schools, the entire symbol database of over 15,000 images is now available to all LGfL TRUSTnet schools to search and download. The use of these symbols increases the accessibility of written text by giving readers of all literacy levels greater access to information. As they are designed specifically for written information, Widgit Symbol users can develop a real independence in reading and writing

The ever popular j2etool suite can also be used during Science Week, for a range of activities. Why not get pupils to research a famous journey and create a book in j2e, or make an animation of the water cycle or life cycle in JIT.

For the classroom why not download the collection of STEM role models posters celebrating women innovators illustrated by women artists, there are 8 in the set and each poster is accompanied by a short biography  of the women featured, not only raising awareness of their achievements but also hopefully inspiring a new generation of women to work in STEM

Terrific Scientific from the the BBC is a set of curriculum-linked primary science resources for Key Stage 2 aimed at encouraging scientific enquiry. The resources focus on a series of practical classroom investigations linked to the curriculum, so teachers can use each one as a stand-alone science project, or as part of a bigger topic. For each investigation, there is an introductory film, fronted by well-known figures relevant to the age-group; a ‘how to…’ film which demonstrates the investigation, a downloadable teacher resource (including curriculum links) and student worksheets. Perfect for using in science week and beyond.

Explorify is another great site for free science resources. The Explorify activities are bitesize prompts for discussion and investigation, their high-quality image, video and hands-on activities are sure to spark curiosity and get your class thinking like scientists. Choose from a wide range of curriculum-linked, low-prep activities that will set young minds whizzing and whirring.

Reach out CPD is free science CPD for UK teachers, there are 30 courses for teaching 5-11 year olds covering everything from plants to planets. Each one provides teachers with concise topic knowledge and a whole raft of resources to use in class, including captivating short videos, practical activities and experiments, whiteboard visuals and more. Well worth checking out and sharing with colleagues.

 

What ever you are doing for British Science Week we would love you to share your work on our  twitter or Facebook pages #BSW19

 

 

 

 

 

 

 

 

 

 

 

Bett Award Finalists 2019

We are really pleased to announce that we have been shortlisted in three yes three categories for this year’s Bett awards.  The prestigious awards, which are a key part of the educational technology year, are awarded at a gala ceremony during the annual Bett Show in January.

Our first shortlisted category is for Primary Content for Space Adventures, this unique and engaging cross curricular resource is based around an original story commissioned by LGfL by the award-winning author Cath Howe. It features dramatic content and a virtual reality experience linked to the narrative.  The resource features a comprehensive set of resources for Maths, Literacy, Science and Computing and is also LGfL’s most accessible yet with text transcripts, audio books, flashcards and subtitled videos.

Max Wainewright author of computing resources for Space Adventures

“It’s great to see a cross curricular resource that encourages creativity recognised in these awards. Many elements of this resource have been developed by teachers working in London classrooms. Its fantastic that the work of London teachers and resource makers have been identified.”

Our second shortlisted category is for Secondary content for Explore Geography, this resource produced in association with Inspyro, uses augmented reality to convey Geographical concepts and is directly mapped to the National Curriculum.  This resource is designed to help students and teachers understand a range of fundamental geographical principles and ideas that some students find difficult to grasp.

Phil Birchnall – Inspryo Managing Director

‘We’re thrilled to be shortlisted, along with LGfL for a Bett Award. Partnering with LGfL has brought AR and VR to thousands of pupils across the capital and beyond. LGfL’s commitment and leadership in this area has enabled us to focus on developing for outcomes in the classroom, levering the growing capabilities of immersive technology on devices accessible to schools. The VR champions programme now brings Avantis / ClassVR into the mix with their world first VR headset and classroom management system. As we reflect on the success of being shortlisted, we are looking forward with excitement to projects that we are already working on alongside LGfL and pushing the boundaries further.’

Our final shortlisted category is for Free Digital content or Open Educational resources for Managing a Sudden death in the school community produced in association with Child bereavement UK. The resource aims to provide an accessible support gateway to the effective response to a sudden death within a school community.  Child Bereavement UK are experts in supporting a school faced with bereavement within the school community.  Through their work they have identified some of the key barriers for school in responding appropriately and quickly to the needs of those affected by a bereavement. By working in partnership with LGfL, this open access portal has been designed to address those barriers by bringing the key information to schools in both video and text format with a quick and accessible interface.

Ann Rowlands – Child Bereavement Uk

“Child Bereavement UK  have greatly valued the opportunity to work with LGfL, drawing on their experience in online technology to create this resource for schools. Every day our national helpline takes calls from schools who  face the challenging situation of manging a sudden and unexpected death in the school community. Being able to link them to this resource which gives  easily accessible guidance through the use of short video answers to key questions can help manage the pressures for school leaders  and make a significant difference as to  how this experience impacts on both pupils and staff ”

Bob Usher – LGfL Content Manager

“It is a privilege to work with such a committed and highly skilled range of partners to bring innovative new learning resources and teacher support materials to the wider educational community in the UK. Our three nominations cover an eclectic range of topics and feature the latest techniques in integrating augmented and virtual reality into everyday teaching and learning. It is particularly important to have secured the recognition for the partnership activity with Child Bereavement UK; sadly this is a challenging issue for many schools across the UK each and everyday.  Our work with our CBUK partners to help teachers, children and parents with managing sudden death within a school community is entirely in keeping with our charitable aims at LGfL and our aspiration to help all children succeed while promoting well being for the whole school community.”

 

Congratulations to all those companies and schools who have been shortlisted, the ceremony will take place on 23rd January 2019.

 

 

 

Code Week EU 2018

“Everybody in the world should learn to program a computer, because it teaches you how to think”— Steve Jobs

Next week is the start of Code Week EU If you are interested in bringing coding to your classroom but you don’t know where to start do not worry as we have plenty of LGfL content that can energise the teaching of computing in your school.

EU Code Week is a grass-root movement run by volunteers who promote coding in their countries as Code Week Ambassadors. Anyone – schools, teachers, libraries, code clubs, businesses, public authorities – can organise a #CodeEU event and you can even add it to the codeweek.eu map to show your support.

Coding is for all, not just for programmers. It’s a matter of creativity, of computational thinking skills, of self-empowerment, nothing boosts your problem-solving skills like learning how to program a computer, learning to code boosts your attention to detail, having a high level of focus can improve any part of your life!

Our National Curriculum computing programmes of study tells us “A high-quality computing education equips pupils to use computational thinking and creativity to understand and change the world” Coding isn’t just the act of programming code to control a device, it’s about being able to identify and understand problems or needs in the real world and using innovative thinking and creativity alongside logic reasoning to improve the world around them.

Computing is about teaching students about what is behind their screens and boxes and how the modern world works. With this knowledge, they can begin to see the possibilities so that they can create innovations that could one day change the world.

I spoke to Danny Young the Managing Director of Just2easy about the importance of learning to code and children developing digital skills.

“Being digitally literate is becoming increasingly important for the future of our children and Just2easy have 2 offerings to help in that regard, j2code is a set of differentiated coding engines designed for ages 3 to 13, we made sure that there is was no need to have software to install and everything is accessed via your USO login.  We also designed j2data which offers a different take on digital literacy, focusing on the data aspects, in particular, sorting, filtering and searching data”

J2code offers a range of coding languages to enable to explore coding, each coding language offers three detailed lesson plans, each designed as a starting point for a series of lessons. Children new to coding, whether at year 1 or year 2, will need to work through the basics, starting with lesson 1. Year 2 children should be able to move through the first two lessons much more quickly.

At the end of each lesson plan there are suggestions for further activities. It will help the children’s learning experience if they are given plenty of time for consolidation and adaption of skills learnt before moving on to the next lesson plan. J2Code is designed to be open ended rather than prescriptive in order to encourage children’s creativity and problem-solving skills.

To help both teachers and students Just 2 Easy tool suite have included a glossary for the various computational terminology used, there is also a link to this in each lesson plan.

JIT is a turtle-based coding language in which you can code freely or use spite and background templates to create simple animations for KS1.

Visual is a block based coding language in which you can freely code to create more complex coding outcomes for Upper KS1 and KS2.

Logo is a script-based platform that you use to complex procedures perfect for upper KS2 and can be used in KS3.

Just 2 Easy tool suite also offers a block based or script based platform for the micro:bit what is great about this platform is that it offers 3 levels of differentiation, adding operators, variables and procedures, when needed.

J2data enables schools to meet the data handling requirements of the national Computing curriculum for KS1, KS2 and KS3. Starting with the youngest learners using pictogram, then progressing through chart, branch and database, there is a tool appropriate for every age from 4 years up.All the coding and data handling files can be sent to the Blogging platform built into the Tool suite System. This unique element significantly enhances the scope for broadening the audience and enables students to peer review each other’s code.

Python Tutor and Web Tech tutor offers 50 coding projects presented in single simple stand-alone lessons. Students understanding is initially developed at a conceptual level by allowing them to drag and drop parts of the code, but later they can refine their skills with specific code creation in activities.

Students watch a short introductory video. Which presents a key coding concept or problem. They then can carry out a series of related short tasks using the software, after each task is complete, the software will then present the next task in the unit.

When using these resources, it is important to understand that simply using this resource in isolation will not give your students the depth and breadth of computational skills needed to become independent Computational thinkers.

Using and moving code within these resources does create a solid scaffold for students to explore unfamiliar concepts and gives them quick on-screen results but it’s important for students to have freedom to create code outside of this scaffold, the idea of the resource is not to “copy code” but to gain practical knowledge of key concepts.

Computing Inspector and advisor for Hampshire Inspection and Advisory Service Phil Bagge talks about using coding schemes of work:

 “I often start with examining the module and asking what computational thinking and problem-solving attitudes it is building I then explore ways that they might adapt that planning, chopping the instructions up, asking the students to predict what parts will do before they use them”

Looking for a creative way to introducing coding to KS2? Space Adventures is unique and engaging cross curricular resource is based around an original story commissioned by LGfL by the award-winning author Cath Howe.

It features dramatic video content and a virtual reality experience linked to the narrative. The aim is to draw the learner into the turn of events that threats the ability of our intrepid astronaut Tazz to return safely back to earth. Will her on board computer be enough to get her back safely or will she need to draw on her maths and science knowledge and understanding?

The resource features a comprehensive set of resources for Maths, literacy and Science and a Computing unit created my Max Wainwright, author of the popular espresso coding resource for primary schools.

There are two units, which are designed  to teach computing concepts in line with the Computing Curriculum, Unit 1 is aimed at Year 4/5 with unit 2 being aimed at more experienced pupils who will have a good exciting coding skills, there are six lessons in each unit.

Each lesson contains:

  • A presentation that can be used by the teacher with the class on an IWB.
  • An introduction video.
  • A video demonstrating the code used within the lesson.
  • A step by step PDF.
  • Extension Activities
  • An example of Scratch file for teachers to explore.

It is important to remind ourselves that introducing young people to coding gives them an appreciation of what can be built with technology. Our students are surrounded by devices controlled by computers in their everyday lives. To understand coding, is to understand how our devices work, and being able to imagine new devices and services is essential to inspire and push our students to solve the problems of the future, it was with this idea we created ‘History of Computing’

Doron Swade (MBE) Formerly Curator of Computing, and Assistant Director & Head of Collections, Science Museum, Tells us:

The resource promotes the idea that by understanding our digital heritage we can better understand our digital future”

The History of Computing resource features unique materials to help understand how British computing developments have influenced the world we all live in. It also provides a wide range of materials to show how British innovation in Computing Continues to impact on our world today and shape our tomorrow.

The resource features:

  • Unique video and photographic resources from the National Museum of Computing at Bletchley Park.
  • An expert insight into the iconic British Computing systems from the past 70 years.
  • Curriculum material created by practising Computing teachers all mapped out the National Curriculum.

The video materials is used to support a broad range of complete lesson activities to cover Key Stage 2 to 5, however teachers are encouraged to use and modify the suggested activities and tailor them to the needs of the students and curriculum.

Here are two quick examples of how I modified the lesson plans within the unit “A Brave new world” for a year 5 group with little or no experience of computing.

First let’s look at the lesson about building a computer, My students  used an animation app called Chatterpix Kids (but you could use Morfo or our very own j2e5) to create simple animations of parts of a computer in which the animation tells you what the part does in relation to the whole computer.

My second example is with the Code breaking lesson, I used the lesson plan and video to explain the historical significance of code breaking and then used ‘the explaining binary resources’ from the wonderful website CSunplugged for children to explore how computers use a special type of code to communicate with each other.

Alongside History of computing we also have the Women in Computing resource which has been recently updated, WIC promotes the achievements of women in British Computing within the social context of the time, it explores the issue surrounding how and where their unique contributions have developed understanding within the computing industry and wider society.

‘These new updates reflect a broader range of women that have contributed to the development of computational thought in Britain. Each have their own unique story to tell within the societal context of the time, many of which were genuine trailblazers in progressing thinking and practice at the time’

Code week EU have created a range of resources to help you organise and run coding events easier, they have prepared different toolkits and selected some of the best lesson plans, guides and other resource which you can find here.

You could also use the many free resources found within Barefoot Computing Project These resources will help you improve subject knowledge and understanding within computing. Giving clear definitions, examples and progression across all primary school age and ability ranges.

We would love to see and share your amazing Code week EU projects, you can post them on Twitter or Facebook with the hashtag #codeweek

World Space Week – October 4 – 10 2018

World Space week runs from the 4th – 10th October, and is an international celebration of all things Space and focuses on science and technology and its role in the past, present and future of mankind, a way of not only promoting the work that countries do together to explore space but also how important space technology is to life on earth.

The theme for UN-declared World Space Week 2018 will be “Space Unites the World,” and “will celebrate the role of space in bringing the world closer together,” said WSWA President Dennis Stone.

There are a number of resources for educators to use during the week from the official World Space Week website.

If you haven’t used it yet, this week would be a perfect time to launch Space Adventures, this unique and engaging cross curricular resource is based around an original story commissioned by LGfL by the award-winning author Cath Howe.

It features dramatic video content and a virtual reality experience linked to the narrative. The aim is to draw the learner into the turn of events that threatens the ability of our intrepid astronaut Tazz to return safely back to earth. Will her on board computer be enough to get her back safely or will she need to draw on her maths and science knowledge and understanding? You can watch a trailer below:

The resource features a comprehensive set of resources for Maths, Literacy and Science and a Computing unit created by Max Wainwright, author of the popular espresso coding resource for primary schools.

J2e have a range of tools that can be used within Space week, the children could use any of the tools in j2write, to complete research into the planets, space and the Solar System as well as creating fact files on famous astronauts. They could also use JIT to explore branching databases, sorting aliens.

J2code has a range of resources and examples that can be used.

JIT is a turtle based coding language in which you can code freely or use spite (Or more then one spite using advanced mode) and background templates to create simple short based animations for KS1.

Visual is a block based coding language in which you can freely code to create more complex coding outcomes for KS2, including for example,  creating a space themed game:

Busy Things also have a range of labelling and fact sheet templates covering the Solar System and Space that can be used in class for KS1 and KS2, whilst younger children can get creative with designing their own spaceship.

You can find lesson plans and activities from Switched on Science – The Out of this world Unit for Year 5 is perfect to use during World Space Week.

If you are running an event in school, you can register this on the World Space week website as well as finding a whole range of resources including: A Space nutrition activity sheet and an activity leaflet from Tim Peake.

This picture which was first posted on Twitter shows all the planets in on picture – Pluto is included and the picture is not to scale, however I think it would make an excellent introduction to the topic of Space as well as being great on display – you can see the original painting here.

Stem learning have a range of resources that can be used during Space Week, with just a few materials, building a paper model of the International Space Station (ISS) can become a class project. The resource contains a brief overview of the ISS, its parts, the science that occurs on board, instructions, and extension fact sheets. Learn about the ISS, explore fun facts, simulate building the station, and learn about the international partners.

Is there anyone out there? This resource was funded by the UK Space Agency and developed by ESERO-UK and CIEC Promoting Science. It is based upon the quest to discover more about the solar system through space projects such as the European Space Agency’s Aurora programme, and NASA’s Curiosity mission seeking to gather evidence of life on the planet Mars. The students take on the role of space scientists or space engineers to discover more about Mars. The activities in this resource are designed for students aged 9-12 years.The activities are organised into three themes: life, landscape and landing. Activities in the life and landscape themes are suitable for students aged 9 to 11.

You can find all the resources here, including getting your students to train like an astronaut in P.E.

Your class could even borrow the moon!

The STFC Lunar Rocks and Meteorites Loan Scheme has been running since the mid 1980s. It has lent the NASA Moon rock discs and meteorites to thousands of schools, museums and outreach organisers. You can find out how to apply here. The site also has a vast range of resources from the National Space centre suitable for ages 5-18.

The Moon Camp Challenge is a new interdisciplinary school project that invites students, aged 8 to 19, to team up and design their own human base on the Moon, a ‘Moon Camp’. The project will allow students to use exciting and innovative learning technologies, such as 3D modelling, to explore the extreme environment of space, in particular on the Moon, to better understand how environment affects habitability.

The first Moon Camp Challenge will run in the school year 2018/19. It will be launched during World Space Week 2018 and it will continue throughout 2019, celebrating the 50th anniversary of the first Moon landing.  In the future, to enable astronauts to stay on the Moon for long periods of time, new infrastructures have to be developed to solve important challenges; protection from radiation and meteorites, energy production, the extraction and recycling of water, food production and much more. The Moon Camp Challenge invites students to become Moon explorers and decode some of the complexities future astronauts may face.

The Moon Camp Challenge is an educational and inspirational programme run in collaboration between ESA and the Airbus Foundation, featuring preparatory classroom activities that focus on learning-by-design and science experimentation. Students will have to develop a number of scientific experiments related to the Moon and apply their acquired knowledge to design their own Moon Camp using a 3D modelling tool (Tinkercad or Fusion 360).

The participating teachers and students will be invited to participate in webinars with space experts and then share their designs online. A jury of experts will select the best projects.

Participation is open to teams of students aged 8-19 through two entry paths: ESA Member States or Associate Member States, and worldwide. Teams will also be able to choose between two different difficulty levels. Teams must be supported by a teacher or an educator.

The BBC have a great range of clips around Space, including this collection from CBeebies great for using with younger students and includes Dr Brian Cox reading The way back home by Oliver Jeffers.

VirtualiTeach – a non profit site dedicated to all things AR and VR in Education have produced a great blog post entitled Space: The Virtual Frontier, it features a list of 20 experiences across four categories: AR apps, 360 videos on YouTube, mobile VR apps and full VR experiences from Steam.

Discovery Education Espresso is giving primary schools access to fantastic free resources, helping teachers to bring the wonders of space into the classroom. Taking children on a fascinating tour across the universe, the resources include interactive videos, lesson plans and activities, closely mapped to the National Curriculum. From visiting observatories to looking deep into our solar system, to tracking cosmic firestorms, meteors and shooting stars, these exciting free resources will engage younger children with space science. They’ll also help pupils to see the bigger picture, as they learn about the future of space travel and life on other planets. With spectacular clips from television network Discovery Science, and contributions from world famous astronomer Professor Richard Ellis, children will learn about space in a fun and accessible way.

The resources also include a special World Space Week lesson plan: Beyond Planet Earth – A Virtual Space Experience, culminating in an out-of-this-world virtual reality tour of the universe.

Remember we would love to see your work for World Space week – you can share via our Twitter and Facebook page #WSW2018

 

 

 

5 Ways to support Computing

Introducing another in the 5 ways series of resources to help you access LGfL content quickly and help your students learn more.

The aim of 5 ways is to showcase five ways to use LGfL resources across the curriculum that you can take and use and share for example, they can be shared in the staff room, at INSET sessions and also given to parents so that they can support their children’s learning at home.

5 Ways to support Computing

Busy Things

Busy Things includes a wide range of digital resources and fun interactive activities linked to the computing curriculum for use in EYFSKS1 and KS2.

IT tools such as Busy Publisher and Busy Paint can help children to develop their basic IT skills whilst doing project work:

You can test algorithmic thinking and debugging skills with “Path Peril”, always a firm favourite in class:

Fun and interactive games like “Body Boggle” and “Tree Keys” are great for practising mouse and keyboard skills:

 

“Busy Graph Maker” can be used to answer you data handling needs:

And remember, you can search both via subject and topic using the curriculum browser – just select the computing strand to see more great interactive activities!

Coming soon: From September LGfL users will be able to access a NEW Busy Code area including lots of fun coding tutorials activities and challenges!

 

J2code

J2code, part of the award winning platfrom j2e offers a range of coding languages to enable all students to explore coding:

JIT is a turtle based coding language in which you can code freely or use spite (Or more then one spite using advanced mode) and background templates to create simple stort based animations for KS1.

Visual is a block based coding language in which you can freely code to create more complex coding outcomes for KS2, you can see examples here.

Logo is a script based platform that you use to complex procedures perfect for upper KS2 and can be used as a transition platform for KS3.

J2e also offers a block based or script based platform for the micro:bit, what is great about this platform is that it offers 3 levels of differentiation, adding operators, variables and procedures, when needed.

Each coding language offers three detailed lesson plans, each designed as a starting point for a series of lessons. Children new to coding, whether at year 1 or year 2, will need to work through the basics, starting with lesson 1. Year 2 children should be able to move through the first two lessons much more quickly.

At the end of each lesson plan there are suggestions for further activities. It will help the children’s learning experience if they are given plenty of time for consolidation and adaption of skills learnt before moving on to the next lesson plan. J2Code is designed to be open ended rather than prescriptive in order to encourage children’s creativity and problem-solving skills.

To help both teachers and students J2E have included a glossary for the various computational terminology used, there is also a link to this in each lesson plan.

All the coding work created within any of the coding platforms can be sent to the Blogging platform built into the Creative ToolKit System. This unique element significantly enhance the scope for broadening the audience for the students Coding and facilitates peer review.

Space Adventures

This unique and engaging cross curricular resource is based around an original story commissioned by LGfL by the award-winning author Cath Howe.

It features dramatic video content and a virtual reality experience linked to the narrative. The aim is to draw the learner into the turn of events that threats the ability of our intrepid astronaut Tazz to return safely back to earth. Will her on board computer be enough to get her back safely or will she need to draw on her maths and science knowledge and understanding?

The resource features a comprehensive set of resources for Maths, literacy and Science and a Computing unit created my Max Wainwright, author of the popular espresso coding resource for primary schools.

There are two units, which are designed  to teach computing concepts in line with the Computing Curriculum, Unit 1 is aimed at Year 4 with unit 2 being aimed at more experienced pupils who will have a good exciting coding skills, there are six lessons in each unit.

Each lesson contains:

  • A presentation that can be used by the teacher with the class on an IWB.
  • An introduction video.
  • A video demonstrating the code used within the lesson.
  • A step by step PDF.
  • Extension Activities
  • An example of Scratch file for teachers to explore.

There is even a selection were you make your own rocket and launch it using a Micro:Bit as a internal Data Logger!

History of Computing

This resource features unique materials to help understand how British computing developments have influenced the world we all live in. It also provides a wide range of materials to show how British innovation in Computing Continues to impact on our world today and shape our tomorrow.

The resource features:

Unique video and photographic resources from the National Museum of Computing at Bletchley Park.

– Offering an expert insight into the iconic British Computing systems from the past 70 years.

  • Curriculum material created by practising Computing teachers all mapped out the National Curriculum.
  • The video material is used to support a broad range of complete lesson activities to cover Key Stage 2 to 5, however teachers are encouraged to use and modify the suggested activities and tailor them to the needs of the students and curriculum.

Here are two quick examples of how you can use the lesson plans within the unit “A Brave new world”

Using the building a computer lesson Get your students  to create an animation (you could use an app called Chatterpix Kids or use Morfo or our very own j2e5) to create simple animations of parts of a computer in which the animation tells you what the part does in relation to the whole computer.

The second example is with the Code breaking lesson, Simply use the lesson plan and video to explain the historical significance of code breaking and then use ‘the explaining binary resources’ from the wonderful website CSunplugged for children to explore how computers use a special type of code to communicate with each other.

Python Tutor

Over 25 coding projects presented in single simple stand-alone lessons. Students understanding is initially developed at a conceptual level by allowing them to drag and drop parts of the code, but later they can refine their skills with specific code creation in activities.

Students watch a short introductory video. Which presents a key coding concept or problem. They then can carry out a series of related short tasks using the software, after each task is complete, the software will then present the next task in the unit.

All videos within the tutorials are downloadable and can be used outside of the resource, one way of using this would be to allow all students to complete the standalone lesson, but then let the students have freedom to impairment the key concepts but for a different purpose, creating their own projects.

We will also be running 5 ways as short training sessions, so if you are a subject leader or are running a leader’s forum, why not get in contact with us to talk about having 5 ways as part of your CPD programme.

Over the next couple of months, we will be adding to the series, but would love to hear your thoughts! What 5 ways would help you get the most out of LGfL resources?

Please let us know via our Twitter or Facebook pages or in the comments section of this blog using the hashtag #5ways

Five ways with Science

Introducing another in the 5 ways series of resources to help you access LGfL content quickly and help your students learn more.

The aim of 5 ways is to showcase five ways to use LGfL resources across the curriculum that you can take and use and share for example, they can be shared in the staff room, at INSET sessions and also given to parents so that they can support their children’s learning at home.

5 Ways to support science

Space Adventures

This unique and engaging cross curricular resource is based around an original story commissioned by LGfL by the award-winning author Cath Howe.

It features dramatic video content and a virtual reality experience linked to the narrative. The aim is to draw the learner into the turn of events that threatens the ability of our intrepid astronaut Tazz to return safely back to earth. Will her on board computer be enough to get her back safely or will she need to draw on her maths and science knowledge and understanding?

The resource features a comprehensive set of resources for Maths, literacy and Science and Computing unit created my Max Wainwright, author of the popular espresso coding resource for primary schools. 

The science resources cover a range of objectives and lesson plans including: a science experiment which involves predicting outcomes and estimating measures, along with accurately recording times, the concept of micro-gravity, and understanding why people feel weightless in orbit, even though there is still a large gravitational pull from the Earth.

Switched on Science

The entire Primary ‘Switched on Science’ scheme, offering full coverage across Key Stage 1 and  is available to all LGfL-connected schools. Switched on Science is a flexible and creative investigation-based programme with a clear focus on working scientifically  a core assessable element of the science curriculum. It is packed with best-practice CPD videos and supportive lessons to ensure every teacher can deliver the science curriculum with confidence. The package comes with all the additional resources teachers need to teach the entire Science curriculum, ranging from a video for each unit, teacher guides, interactive exercises, pupil workbooks, ideas for differentiation, and much more.

Virtual experiments

 

Virtual Experiments for Years 1 – 6, these ever popular online resources are ideal for demonstrating difficult scientific concepts  with the added benefit of:

  • Minimising the time, mess and fuss involved in experiments
  • Allowing you to repeat, slow down or vary the conditions of experiments
  • Being useful for revisiting key work pupils may have missed or forgotten

Busy Things

Busy Things has a wide range of resources and games for use in Early years, KS1 and KS2 there are over 100 activities that are linked to the science curriculum. These include a range of labelling activities as well as writing frames and sorting activities. You can search both via subject and topic using the curriculum browser.

Widgit Symbols

 

Widgit Symbols are simply drawn, colourful symbols designed to illustrate a single concept in clear and concise way. They cover a range of topics wide enough to make them suitable for symbol users of all ages and abilities. Already used by many SEND departments and schools, the entire symbol database of over 15,000 images is now available to all LGfLTRUSTnet schools to search and download. The use of these symbols increases the accessibility of written text by giving readers of all literacy levels greater access to information. As they are designed specifically for written information,Widgit Symbol users can develop a real independence in reading and writing. Science topics covered include: Friction, changing materials and Keeping warm to name a few.

Please let us know via our Twitter or Facebook pages or in the comments section of this blog using the hashtag #5ways

National Numeracy Day – May 16th 2018

Wednesday May 16th is National Numeracy Day – this is the UK’s first ever National Numeracy Day, the day will be an annual celebration of the importance of numbers in everyday life and will bring together individuals, employers, educators and influencers to improve numeracy.

The day aims to celebrate numbers and the role they play in everyday life. National Numeracy Day is all about recognising the importance of numbers and helping people sharpen their skills and build their confidence. They have a range of activities here, that can be used in class or sent home to encourage the conversation around numbers and the importance of them.

LGfL have a range of resources that can complement National Numeracy Day

  • Why not use the day to blast off with our brand new Space Adventures – Mission to the Moon resource this unique and engaging cross curricular resource is based around an original story commissioned by LGfL by the award-winning author Cath Howe. It features dramatic video content and a virtual reality experience linked to the narrative. Maths topics include: rounding to 100, co-ordinates, angles and sequences all within a cross curricular resource.

  • j2e Tool suite has a range of maths tools that can be used in class.  Why not get your students to use Tt Blast to see who can complete the most games and earn the most points on that day? Or use j2Vote to find out what their favourite number is? j2data and j2measure can also be used during the day to look at measuring distances from school e.g. how many places are with 5cm or 10 cm on a map from school?

 

  • Busy Things – have a range of maths games and quizzes that can be used across the school from EYFS to KS2
  • Maths at home Support for busy parents – is great to share with parents on this day to show them different ways that they can support their children at home.  The site includes short videos as well as activity sheets that can be used at home.
  • Mult e Maths – have both starters and main activities for Years 3 to 6 that can be used on the interactive whiteboard, as well as lesson plans and activities that can be used in the classroom.
  • Maths Raps – why not use the day to do a spot of rapping in class, these raps from BEAM have a range of raps related to Number that can be used, or why not get the children to create their own maths raps, use Audio Network as a backing track and upload your raps into Video Central HD to share with the wider community.

  • Maths Search and Rescue – can be used on the day to give a real live context to maths. Search & Rescue is extensively mapped to the National Curriculum and includes detailed lesson plans and resources to enable pupils to apply their skills in context, solving problems for themselves. Featuring comprehensive and differentiated support materials, topics covered include Bearings,Pythagoras and Trigonometry, Algebra, Vectors and Speed, Distance and Time.
  • Maths in the real world – This is a transition resource for Key Stage 2-3. The activities are ideal for use either before or after the move from Primary to Secondary, and detailed differentiation ensures there is something for all ability levels. Some of the real-world topics covered in the resource include: Nutrition, Arena and Events and Round the world – perfect to use on National Numeracy day for the children to apply their mathematical knowledge to real life problems. Each topic contains detailed lesson plans and resources, there is also a curriculum mapping tool so that teachers are able to see where the resource relates to both the KS2 and KS3 curriculum.
  • Viral Contagion Looks at the real world maths that could occur as a result of an outbreak of a biological virus in an urban area. Dramatized news reports describe the impact of the virus outbreak across South London, challenging students to consider the maths behind such scenarios. This resource offers a collection of 4 discrete, differentiated lessons that provide an engaging and challenging focus for Key Stage 3 and 4 maths students.

There is also the Mathematics Shed curated and organised by Graham Andre one of our Keynote speakers at this years annual conference.  The Shed is a collection of videos and resources to help you teach maths in an engaging way, there are a huge number of ‘sheds’ including the warm up shed, addition shed and a maths topic shed to name a few.

If you do use any LGfL content in your school to inspire your students do let us know by posting them on LGfL’s twitter or Facebook pages.

 

 

LGfL Annual Conference 2018

Many thanks to all those who attended our LGfL Conference last week. This blog post is a round up of announcements made and links to presentations and keynotes.

Space Adventures


Launched on Monday, this unique and engaging cross curricular resource is based around an original story commissioned by LGfL  by the award-winning author Cath Howe. Space Adventures features a comprehensive set of resources for Maths, Literacy and Science and a whole self-contained Computing Unit created by max Wainwright, author of the popular Espresso Coding resource for primary schools.  The resource features dramatic video content alongside a virtual reality experience. You can access the resource here.

Microsoft and LGfL launch Minecraft Education London.


Minecraft Education London, launched this week will be rolled out to 100 schools across London, the programme provided by Microsoft partner Prodigy Learning will enable pupils to use Code builder in Minecraft to develop their skills in coding and science, technology engineering and maths.  In a world-first, they will also be able to take recognised certifications in Minecraft at KS2 and KS3 level, giving your people a unique way to show they understand these subjects. Training will also be available to teachers how to use Minecraft in the classroom.  To find out more and to register an interest: www.minecraft.lgfl.net

LGfL and Google Neverware.
Given current budgetary pressures and compliance demands, it’s more important now than ever to find practical solutions that increase secure, cloud-centric access to computing in schools.  LGfL and Google are committed to helping schools transform old kit into new kit with CloudReady. CloudReady is an operating system built on the same foundation as Chromebooks, devices on CloudReady run like new, enabling schools to increase reliable device access without having to buy new kit.  Please fill out this form if you are interested in converting old devices into CloudReady ones through LGfL and Neverware.

VR Champions project with Avantis

Our latest champions project was also launched this week. This will enable 32 schools across London to become VR Champions. The project includes full device management and integrated LGfL AR/VR content including training support alongside a 50% discount Class VR, to register your interest please email: vrchampions@lgfl.net

Keynote presentations

Our keynote presentations can all be viewed on LGfL TV by following this link.

You can view the introduction from John Jackson our CEO below:

Seminar presentations

Presentations from the seminars can be viewed by following the links below:

Cloud Transformation with G Suite

Primary Content Update

Online Safety

Virtual and Augmented Reality in the classroom

Safeguarding

EYFS

Mental Health and Well being

SEND Primary

Moving the cloud for School Leaders

Microsoft Tools and Cloud Transformation – this was a live demo. Link to keynote slides

Secondary conent update

Thank you to all those who attended and have completed the feedback forms – for those who have not yet completed you have until Friday 11th May to be in with a chance to be entered into the prize draw.