Computing and STEAM (Science, Technology, Engineering, Arts and Maths)
Science, Technology, Engineering, Art and Maths - What problems will you solve today?
If you are having difficulties or would like to share your learning, please email year6@st-albans.hants.sch.uk
- LOOK a STEAM competition from the Institute of Engineering and Technology! Design a new sporting invention. The competition is open between 22 April – 11 May 2020. Have a go!
- Mr Chips STEAM lessons - Lots of fun activities to do. Live @ 10 o'clock every Tues, Wednesday, Thursday or go to 'Past Doses' to choose a session from the last few weeks.
- James Dyson Foundation STEAM challenge cards
- Science Buddies: STEAM activities
- Practical Action: STEAM challenges to do at home.
- The Great Outdoors: 100+ stay-at-home activities from the Scouting Movement to help your kids learn new skills over the next few weeks and months.
- RAF Museum virtual tour
COMPUTING
Computing Ideas to complete at home.
Below is a list of suggested computing activities that you could try at home as a family. To help I have included a short glossary of some technical words, some of these are links to videos to help explain the ideas further:
Unplugged - Programming and coding without having to use a digital device (it is play programming).
Algorithm - A simple set of instructions or rules to solve a problem.
Sequence - A program that runs each instruction one after the other.
Debugging - Identifying and correcting errors in a program or algorithm.
Repetition/Loops - A sequence of instructions that can be repeated over and over to complete a task.
Decomposition - Breaking a program or algorithm into its smaller parts.
Selection - Selection is when a program runs IF a condition is met, for example: IF milk smells bad, throw away. ELSE drink.
Variable - A variable is used to contain information that will change, for example: the score in a game.
Input/Output - An input is something that tells the computer what to do for example: a keyboard or mouse. An Output is what will happen after the program runs, for example: plays music or displays a video on screen.