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Free teaching resources to bring STEM to life in the classroom, using elite sport as the context. Ideal for KS3 students.

Free teaching resources to bring STEM to life in the classroom, using elite sport as the context. Ideal for KS3 students.
Code for the Cup
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Code for the Cup

(2)
This Computing topic explores the real-life context of the America’s Cup race start where the boats need to cross the start line as close to the gun as possible but not before! Check out the full resource including further lessons and game access as well as our other resources at www.stemcrew.org This engaging activity will promote computational thinking, providing both a challenge and a competitive experience. Throughout this topic, students will understand the importance of coding efficiency by exploring a range of algorithmic solutions developed using code blocks. They will sequence instructions to develop a program which they will test and then make further refinements. This topic comprises of a set of slides which support underpinning computational thinking concepts and provide the teacher with guidance and suggestions for further exploration. Code for the Cup game available for students at www.stemcrew.org/coding-game