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Primary computing glossary - Teach Computing

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We have designed a primary computing glossary as a tool to support and enhance teachers’ professional knowledge.

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Scratch Maths Quiz Selection

Age:

7-11 years

Concepts / Approaches:

Debugging, Collaborating, Selection, Programming

Curriculum Links:

Maths

Pupils create a maths quiz in Scratch and learn about selection which, in this activity, allows the flow of the program to be altered depending on the player's answers to questions. Initially pupils will use an 'If... then...' selection command, before moving on to using an 'If...then... else...' command.

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Supporting primary school teaching | Barefoot Computing

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DISCOVER how Barefoot Computing equips teachers with the confidence, knowledge, skills and resources to teach computer science in primary schools.

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KS1 Computing learning resources for adults, children, parents and teachers.

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KS2 Computing learning resources for adults, children, parents and teachers.

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Technology in the Home KS1 Activity

This beautifully designed Technology in the Home KS1 Activity is perfect for using in your computing lessons to help children think about the different technological devices they may find or use in their home.

On download, you'll find an easy to print PDF document that you can use in class or send home to help children work towards the aim of 'recognising common uses of technology beyond school'.

KS1 children are given the opportunity to demonstrate their knowledge of technology around the home as they draw and label items in a house. For example, they may have a telephone in the kitchen, or a television in the living room. There's even a lower ability version available to download, so you can accommodate more children in your class!

Sign up to Twinkl today to explore even more high-quality computing resources your children will love!

Resources to support this Technology in the Home KS1 Activity...

If your KS1 children enjoyed identifying technology in the home using this teacher-made resource, you might like more of the computing activities and resources below:

Technology Around Us PowerPoint - The presentation educates children on lots of different types of digital technology, from things that they might use daily such as phones, games consoles and alarm clocks to other types of technology they could come across such as traffic lights, vehicles and blood pressure monitors.

Technology Uses Worksheet - The worksheet is a great follow-up exercise to the Technology in the Home Activity. It will encourage children to think about what each item of technology can do, or what it is used for.

KS1 Identify Information Technology in the Wider World Photo Pack - Add some colour to your classroom display walls with this lovely pack of photos of technology such as washing machines, telephones and games consoles.

Did you know that the award-winning Twinkl PlanIt have a huge section dedicated to computing? There are lesson packs, PowerPoints, assessment guidance and so much more curriculum aligned material. Check it out today to save yourself valuable planning time and increase your confidence when teaching computing!

Examples of technology and their uses:

Computer - an electronic device which stores, retrieves and processes data. Computers can be used to type documents, send emails, play games, browse the internet, and more.

Laptop - laptops are also electronic devices which can do the same thing as computers, however they are portable devices.

Phone - mobile phones are used for business, to keep in contact with people, to send messages, use other applications and social media, and more.

The above video may be from a third-party source. We accept no responsibility for any videos from third-party sources. Please let us know if the video is no longer working.

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KS1 Identify Technology in the Home Activity

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This beautifully designed Technology in the Home KS1 Activity is perfect for using in your computing lessons to help children think about the different technological devices they may find or use in their home.On download, you'll find an easy to print PDF document that you can use in class or send home to help children work towards the aim of 'recognising common uses of technology beyond school'.KS1 children are given the opportunity to demonstrate their knowledge of technology around the home as they draw and label items in a house.

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Learn what computer system is with this KS1 primary computing guide from BBC Bitesize for years 1 and 2.

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The Digiduck® collection has been created to help parents and teachers educate children aged 3 - 7 about online safety. The collection includes a ebooks, PDFs, a poster and an interactive app.

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How have computers changed our lives (KS1)

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How have computers changed our lives (KS1)

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Learn how computers have changed our lives with this KS2 primary computing guide from BBC Bitesize for years 5 and 6.

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Let's ChatterPix! Chatterpix can make anything talk -- pets, books, doodles, and more. Simply take a photo, draw a line to make a mouth, and record your voice.

Create ChatterPix with friends and family as silly greetings, playful messages, or creative cards. And best of all, it's FREE!

CATEGORY: Creative Expression

TOOLS: 22 stickers, 12 frames and 11 photo filters

ABOUT DUCK DUCK MOOSE
(A subsidiary of Khan Academy)
Duck Duck Moose, an award-winning creator of educational mobile apps for families, is a passionate team of engineers, artists, designers, and educators. Founded in 2008, the company has created 21 top-selling titles and has received 21 Parents' Choice Awards, 18 Children's Technology Review Awards, 12 Tech with Kids' Best Pick App Awards, and a KAPi award for "Best Children's App" at the International Consumer Electronics Show.

Khan Academy is a nonprofit with a mission to provide a free, world-class education for anyone, anywhere. Duck Duck Moose is now part of the Khan Academy family. Like all Khan Academy offerings, all Duck Duck Moose apps are now 100% free, without ads or subscriptions.

For kids ages 2-6, don't miss Khan Academy Kids, our new early learning app to help young children with reading, writing, math and social-emotional development!

We'd love to hear from you! Visit us at www.duckduckmoose.com or drop us a line at support@duckduckmoose.com.

Thanks for learning with us! We have some big news!

We've launched a new learning app for kids 2-7 called Khan Academy Kids. It's 100% FREE with no ads or subscriptions needed.

This new version of ChatterPix includes some small bug fixes. Please update today!

Love it but just wondering if you can

I love it I only downloaded this because my brother needed it for school also I got some ideas to change it so maybe you can put photos you don't have for example my iPad has a problem the normal home button is not working so I can't take screen shots and I don't have a puppy but I really want to take a photo of a puppy talking so maybe you can somehow put safari pictures on ChatterPix and also can you put a way to other ones that you didn't make but just for the example if you can't it's okay because other then that I love it♥️♥️♥️♥️👍👍

A Wonderful Way to Teach Storytelling and Photography to Kids

I am not technically adept. When my 7 year-old's teacher asked him to get the app, I cringed. To my surprise, this is the easiest and most fun way to teach my son about storytelling and photography. He can create all sorts of stories, jokes, and reports. The photos tell the story and it makes him so happy. Plus, having to take photos that are nicely framed and where the subject's mouth is in sight teaches him about media content creation and photography. We love it!

Horrible

For god sake, ChatterPix, why do you keep making app? You guys are horrible does not work and like there's an app in I do not recommend this for your children. It's the worst I will never ever ever recommend this OK there's an option to pay money I did and I literally did not work. It's a waste of money waste of your time. You should never do this ever in your life is super horrible. I hate this app. I will never use this, even if they put money on the line, I do not care. This app is horrible. I have kids of my own obviously, so oh download the app they wanted it so badly looks so good to them, so then this is Mommy can you pay the how to say yes because take a picture with the speaker I couldn't do nothing so I hate ChatterPix I had two kids at home and this is horrible

The developer, Duck Duck Moose LLC, indicated that the app's privacy practices may include handling of data as described below. For more information, see the developer's privacy policy.

Privacy practices may vary, for example, based on the features you use or your age. Learn More

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‎Create ChatterPix with friends and family as silly greetings, playful messages, or creative cards. And best of all, it's FREE! CATEGORY: Creative Expression TOOLS: 22 stickers, 12 frames and 11 photo filters ABOUT DUCK DUCK MOOSE (A subsidiary of Khan Academy) Duck Duck Moose, an award-winning c...

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The Band Runner game
Featuring characters and safety messages from the CEOP Education Play Like Share films, Band Runner is a fun game that puts children's knowledge about online safety to the test by asking them to help characters make safer choices.

Players can choose to play the game as characters Ellie or Sam who use their guitars to eliminate all obstacles in their path as they run through school in order to make it to their next gig. If players miss a jump or take a tumble they then need to help Alfie solve an online safety dilemma to be able to continue play. As players pass to the next level, the running gets faster!
The CEOP Education website for 8-10 year olds
The Band Runner game can be found on our informative 8-10's website which also provides clear and practical safety advice under the following headings:

Play - Playing games online

Like - Being kind to others online

Share - Sharing videos and photos online

Chat - Talking to others online

Lock - Keeping information private

Explore - Exploring the internet

The website also has a 'Worried about something' section offering advice and support to children who are feeling worried, scared or upset about something which has happened online.

You can watch the Play Like Share animations together with your child by clicking 'Watch' in the main menu of the Thinkuknow website for 8-10 year olds. If your child has watched Play Like Share in school, rewatching them again with you can be a great way to start a conversation about what they're learning about staying safe online.

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The Band Runner game Featuring characters and safety messages from the CEOP Education Play Like Share films, Band Runner is a fun game that puts children's knowledge about online safety to the test by asking them to help characters make safer choices.

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Brilliant resource - thank you so much. My class loved it

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See other similar resources

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This project is designed to improve digital literacy skills in IT, as well as literacy and logical sequencing skills. Using an adventure quest/ myths and legends the

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JIT, A complete set of online tools for reception and KS1. A colourful and pupil friendly interface that encourages creativity in lessons.

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How Computers Work: What Makes a Computer, a Computer?

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Scratch Maths Quiz Selection

Age:

7-11 years

Concepts / Approaches:

Debugging, Collaborating, Selection, Programming

Curriculum Links:

Maths

Pupils create a maths quiz in Scratch and learn about selection which, in this activity, allows the flow of the program to be altered depending on the player's answers to questions. Initially pupils will use an 'If... then...' selection command, before moving on to using an 'If...then... else...' command.

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Supporting primary school teaching | Barefoot Computing

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DISCOVER how Barefoot Computing equips teachers with the confidence, knowledge, skills and resources to teach computer science in primary schools.

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Pupils learn that the internet is a vast network of computers and other devices connected across the world, as they explore the difference b

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The data packets are all given a number before they are sent.

The computer uses these numbers to put the information back together in the right order.

Then, the web browser displays the webpage to you.

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Learn how the internet works with this KS2 primary computing guide from BBC Bitesize for years 3 and 4.

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Learn about the world wide web and how the internet began with this KS2 primary computing guide from BBC Bitesize for years 3 and 4.

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This month, the National Centre for Computing Education is sharing its 12 pedagogy principles for computing. These principles can be found embedded across all the work of the NCCE, from the Teach Computing Curriculum materials to our professional development courses, and we have shared many of these principles via our Quick Reads, the Teach Computing podcast, and the regular Research Bytes newsletter. You can now also download a handy classroom poster featuring all 12 pedagogical principles, to act as a quick reminder for busy teachers.

In this article, I'd like to explore the 12 principles in a little more detail, and provide a few more examples of how they might apply to your teaching.

Lead with concepts

As a discipline, computing is rich with concepts, many of which are very abstract. Often, educators can get distracted by the technology, tool, programming language, or context that they are using, however, it is these concepts that should be the main focus of your teaching. With a rich knowledge of these concepts, pupils can build a solid understanding of all areas of computing, which can be applied to new tools, contexts, programming languages, and projects.

Pupils should be supported in developing their conceptual understanding by associating a concept with key vocabulary that is reinforced and revisited. Concepts can be explored and connected using tools such as concept maps, which we've talked about in a previous Pedagogy Quick Read. You can also use glossaries to help students define key terminology and help them revise and revisit those terms in the future. Regular recall and revision should form part of your everyday practice, to ensure that these concepts and terms become embedded within students' understanding and vocabulary.

Structure lessons

Like in any other subject, computing lessons benefit from structure, planning, and a well-thought-out journey through learning. There are several frameworks that educators can use to help them structure their computing lessons. For example, before asking students to create something new, you might ask them first to use an existing example and modify that example before they create their own. The Use-Modify-Create framework can be really helpful in supporting learners to move from the examples of experts to building something that they understand and own themselves.

If we think specifically about programming, a well-evidenced and popular framework that has been developed over the last few years is PRIMM. PRIMM stands for Predict, Run, Investigate, Modify and Make. We have spoken about PRIMM in detail previously, and you can find out more in our Pedagogy Quick Read and in a recent episode of our podcast. These frameworks ensure that differentiation can be built in at various stages of the lesson, and that students are supported, engaged, and challenged at the right moments.

Make concrete

Many of the ideas that pupils will encounter within computing are abstract and complex, and need to be illustrated using concrete examples and activities. Bringing these abstract concepts to life with real-world contextualised examples, and connecting them to other subjects, will help pupils assimilate new ideas into their existing understanding.

There are many ways in which you might make an abstract concept more concrete. An example that computing teachers may be familiar with is unplugged activities, where you take a computing concept and explore it in a non-computing context. You can also make use of analogies and storytelling to help connect a new concept with familiar experiences and analogous examples.

Unplug, unpack, repack

Building on the idea of making concepts concrete is the idea that you should unplug complex terms and concepts, spend time unpacking and exploring them, then repack a shared understanding back into the original terms.

One approach to exploring new concepts is to follow a semantic wave. To begin, you take the terminology used by experts, which is often rich in meanings, and you unpack those meanings. You make them simpler, more relevant to the learners, and more concrete. Pupils explore this new concept using a familiar context and simple terminology, making it easier for them to understand and apply. Following this, the pupils can repack those simple meanings into the expert terminology, ensuring that they understand its nuances and can use it appropriately. By following this wave from the original meaning down to something familiar and then back up, you can build pupils' understanding and prevent them misunderstanding key terms or being limited to overly simplistic language.

Quick Read: Semantic Waves

Work together

Collaboration is crucial: not only is it highly prevalent in modern computing professions, but it is also a valuable way for individual pupils to learn from their peers. Specifically, you can use activities such as pair programming, which is a really effective approach to programming where pupils share the cognitive load placed upon them. They work in pairs, with one pupil focusing on the wider problem and the other focusing on the implementation of the code that they are working on. We've spoken about pair programming in a previous Pedagogy Quick Read, and it's a fantastic activity that research demonstrates will support learners in developing their programming confidence and attainment. We've also spoken about peer instruction, which is a great way of building a shared understanding between your pupils whilst identifying and challenging misconceptions. You can support your pupils' development by providing opportunities for conversation through structured group tasks, to enable them to articulate concepts and develop their own shared understanding.

Quick Read: Pair Programming<

Read and explore code first

There is no doubt that programming can be a highly rewarding, highly satisfying experience for all. However, you should be in no rush to have your students write their first independent program; in doing so, you may miss out some important steps. We typically wouldn't ask pupils to write before they had learnt the basics of reading, or encourage them to write number sentences before they could count. Likewise, there is a body of evidence that suggests that pupils who engage in reading code before they write code can enhance and augment their ability to write better code later on. Research suggests that educators should be encouraging their pupils to engage with other people's code prior to writing their own, to review it, interpret it, understand it, and manipulate it. This approach applies to all sorts of programming experiences, whether they be text-based (eg Python) or block-based (eg Scratch).

Create projects

Pupils need opportunities to apply the skills, knowledge, and understanding that they have developed, and project-based activities can be a great way to facilitate this. Projects give pupils a goal, an audience, and a brief to fulfil, for which they need to make autonomous decisions about the skills, knowledge, and tools that they will need. Projects are a valuable context in which pupils can develop their design, analysis, and evaluation skills, as well as providing opportunities for collaboration. Many of the Teach Computing Curriculum units use projects as a form of summative assessment at the end of the unit, providing students with a project brief as well as assessment criteria in the form of a marking rubric.

Model everything

There are many practices and processes in computing that can easily be taken for granted, for example:

Program debugging

Converting data between different forms of representation

Planning and writing a program from scratch

Tracing programs and algorithms

Compressing data

All of these are skills that pupils need to learn and practise, and as an educator, your role is to model these through techniques such as worked examples. A worked example provides a complete (or partially complete) model process for solving a problem or achieving a task. Novice learners can be supported using this scaffolding as a reference to complete similar or parallel tasks. This support can then be gradually removed as pupils become more comfortable.

In programming specifically, educators should consider modelling the process of programming and debugging through live coding, where teachers write programs live with students. The teacher explains their thought processes, modelling how to construct the program, making mistakes, and demonstrating what to do when things go wrong. Taking this approach can help demonstrate the thought processes and approaches of an "expert", which pupils can apply in their own programming practice.

Quick Read: Worked Examples<

Get hands-on

Physical computing and making activities are shown to be highly engaging approaches for learners, giving them a sensory, tactile, and creative experience in which they can combine computing with art, craft, and design. Physical computing is both a tool to engage learners and a strategy to help them develop their understanding in more creative ways. This approach also has the benefit of supporting and engaging a diverse range of learners in tangible and challenging tasks. There is also some evidence that girls engage more with physical computing, as a physical project may have more immediate real-world applications.

Physical computing can be utilised to teach many areas of the computing curriculum in all key stages. Whilst primarily supporting the development of programming skills, it can also support more conceptual areas of the curriculum.

Through physical computing, learners can encounter, develop, and practise the whole range of programming skills and concepts, including sequences, loops, conditions, functions, and data structures. Alongside applying these concepts, learners will also encounter other languages, models of programming, and novel computer systems.

Challenge misconceptions

From the very earliest experiences of computing, pupils can easily develop misconceptions about a concept, what it means, and how it can be applied. These misconceptions, if left unchecked, can undermine the students' understanding and their ability to grasp concepts in the future. As an educator, it is therefore important for you to understand common misconceptions that students are likely to encounter, many of which are well documented. Prepared with this knowledge, you can use a range of techniques to challenge those misconceptions. There are some great ways to achieve this. In particular, concept mapping can be used by pupils to connect and define concepts visually, and peer instruction can be used to challenge students and engage them in dialogue, which can uncover and address misconceptions. As well as in a couple of relevant Pedagogy Quick Reads, common misconceptions are highlighted and addressed throughout the Teach Computing Curriculum materials.

Add variety

Explore and employ a wide variety of activities and teaching approaches in your computing lessons. Sometimes, an activity with a high degree of direction may be appropriate, but other times, you may want to use a more exploratory approach. Some activities may require more scaffolding and support, while others may be appropriate for promoting more active learning. Your lesson objectives might also call for alternative formats such as debate and discussion, and even role play. Expanding the approaches in your personal teaching toolbox will enable you to adapt your instruction to suit different objectives, help keep your pupils engaged, and encourage and foster greater independence.

Foster program comprehension

The final principle relates specifically to programming, and it's something that we've talked about in a recent Pedagogy Quick Read. It's important when programming that learners are exposed to and appreciate both the function and structure of programs, and not simply keywords, syntax, and symbols.

The Block Model is a useful framework through which to view this notion of program comprehension, as it captures 12 perspectives through which a programmer might view a program. Each of these perspectives is useful, and you should encourage your pupils to be able to use each perspective and traverse between them. There are many ways in which you might support program comprehension, but particular examples include activities that promote debugging, tracing, and the use of Parson's Problems. Additionally, tasks that ask pupils to consider the purpose of a program are very helpful, as are tasks such as naming variables, functions, or programs; predicting the output of a program; or matching programs to their purpose.

These simple comprehension activities should be embedded into your practice on a regular basis, to secure understanding and build stronger connections with new knowledge.

Quick Read: Program Comprehension

About the author

James Robinson, Senior Learning Manager (Pedagogy), Raspberry Pi Foundation

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This month, the National Centre for Computing Education is sharing its 12 pedagogy principles for computing. Download your own handy classroom poster featuring all 12 pedagogical principles, to act as a quick reminder for busy teachers.

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How Computers Work: What Makes a Computer, a Computer?

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Anyone can learn computer science. Make games, apps and art with code.

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Join over 150,000 schools in delivering the best Computer Science education for your students. All the curriculum, tools and resources you need to support your students on their path to coding success.

Tynker Curriculum Grant

FREE access to full curriculum for up to 30 students for the school year. Learn more

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With award-winning lesson plans, automatic grading tools and easy student management, getting started is as easy as 1-2-3!

Hands-on Learning

Students learn through videos, puzzles and hands-on coding in our interactive self-guided courses with over 5,500 learning modules.

No experience required!

You don't have to be a coder. Simply assign ready-to-use interactive lessons for students to complete by themselves!

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Student data is secure and owned by your district. Tynker is COPPA, FERPA, and SOPIPA compliant. Please refer to our privacy center to learn more.

Tynker Curriculum Grant

FREE access to full curriculum for up to 30 students for the school year. Learn more

Over 1,600 contact hours of standards-aligned computer science curriculum for grades K-12 with immersive lessons, teaching materials and automatic grading.

Elementary School

A strong foundation with block coding
31 Courses | 990 Hours

Icon and Block Coding

200 STEM & PBL Projects

Pre-reader Experiences

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Creative Coding

Game Design

micro:bit & Lego® WeDo

Augmented Reality

Intro to AI

Explore curriculum

Middle School

Real world programming made fun and easy
19 Courses | 1,000 Hours

Block and Text Coding

300 STEM & PBL Projects

Intro to Coding

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Python

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Career and college readiness with AP CS and more
12 Courses | 1,200 Hours

Real-World Text Coding

Python

JavaScript and p5.js

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Data Science

AP CS P with Python

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AI/ML with MediaPipe

Explore curriculum

Grade-specific and self-paced, Tynker's interactive K-12 coding curriculum lets students learn by creatively applying coding concepts to core subjects. The curriculum includes over 50 programming courses with over 1,600 contact hours.

Over 150,000 schools teach programming using Tynker

Student data is secure and owned by your district. Tynker is COPPA, FERPA, and SOPIPA compliant. Please refer to our terms of use to learn more.

Tynker offers a variety of free and paid training programs based on your needs. Whether or not you have coding experience, we'll help you earn PD credits and develop the skills you need to support a K-12 coding program at your school.

We created the Blue Ribbon Training Program to help bring computer science to all. Select educators receive exclusive training, tools, and support designed to help them become coding experts. In return, our Blue Ribbon educators commit to making the coding movement a reality across the globe.

How Coding Helps Children Build Resilience and Persistence
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Tynker for Schools: Thank You and Happy New Year!
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How does Tynker Support Learning in Other Areas?

Tynker easily lends itself to supporting all areas of learning. Schools are using Tynker as a way for students to demonstrate their understanding of other subjects such as science and math. Tynker's lessons support and enhance Common Core State Standards.
View Common Core mapping here.

What are Students Creating?

Students are creating all sorts of amazing projects. Check out some of our favorites in our Kid Creations gallery.

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Coding for School: Teach K-12 Students to Code | Tynker | Tynker

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Tynker's free coding courses, lesson plans, easy-to-use tools, comprehensive coding and STEAM curriculum, and educator resources make it easy to implement a CS program for K-12 students.

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Scratch is a free programming language and online community where you can create your own interactive stories, games, and animations.

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Program your teacher to make a Jam Sandwich (Sandwich Bot) Junior Computer Science

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J2data enables schools to meet the data handling requirements of the national curriculum programmes of study for KS1, KS2 and KS3.

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JIT, A complete set of online tools for reception and KS1. A colourful and pupil friendly interface that encourages creativity in lessons.

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MS Paint for Chromebooks. Create and edit drawings and other images. Simple, fast, works offline, touch- and mouse-friendly, and no plug-ins required!

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Access Google Drive with a Google account (for personal use) or Google Workspace account (for business use).

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How were these built?

All our experiments are all built with freely accessible web technology such as Web Audio API, WebMIDI, Tone.js, and more. These tools make it easier for coders to build new interactive music experiences. You can get the open-source code to lots of these experiments here on Github.

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Music is for everyone. Play with simple experiments that let anyone, of any age, explore how music works.

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KS1 Computing learning resources for adults, children, parents and teachers.

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KS2 Computing learning resources for adults, children, parents and teachers.

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Questions, answers and tools to help you make the most of your time online.

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Designed and Developed by South West Grid for Learning (https://swgfl.org.uk/)

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ProjectEVOLVE resources each of the 330 statements from UK Council for Internet Safety's (UKCIS) framework "Education for a Connected World" with perspectives; research; activities; outcomes; supporting resources and professional development materials.

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CBBC

CBBC iPlayer

Newsround

Bitesize

Own It

CBeebies

CBBC on TV

CBBC Help

What is a computer?

A computer is a type of machine. It doesn’t have a brain like us and it can’t think or have ideas, but it can follow stored instructions and do lots of useful things.

Wherever we go there seem to be computers. At the doctor's, in the supermarket, even in the cars driving around!

So how are computers used in everyday places?

Click on the picture below and see if you can find more computers that do useful things.

There's more to learn...

What is a computer?

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A computer is a type of machine. It doesn’t have a brain like us and it can’t think or have ideas but it can follow stored instructions and do lots of useful th

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Everything you've ever wanted to know about every explorer who ever liived...and more!

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Help Save The ENDANGERED

From EXTINCTION!

The Pacific Northwest Tree Octopus

Rare photo of the elusive tree octopus
(Enhanced from cropped telephoto)

The Pacific Northwest tree octopus ( Octopus paxarbolis) can be found in the temperate rainforests of the Olympic Peninsula on the west coast of North America. Their habitat lies on the Eastern side of the Olympic mountain range, adjacent to Hood Canal. These solitary cephalopods reach an average size (measured from arm-tip to mantle-tip,) of 30-33 cm. Unlike most other cephalopods, tree octopuses are amphibious, spending only their early life and the period of their mating season in their ancestral aquatic environment. Because of the moistness of the rainforests and specialized skin adaptations, they are able to keep from becoming desiccated for prolonged periods of time, but given the chance they would prefer resting in pooled water.

An intelligent and inquisitive being (it has the largest brain-to-body ratio for any mollusk), the tree octopus explores its arboreal world by both touch and sight. Adaptations its ancestors originally evolved in the three dimensional environment of the sea have been put to good use in the spatially complex maze of the coniferous Olympic rainforests. The challenges and richness of this environment (and the intimate way in which it interacts with it,) may account for the tree octopus's advanced behavioral development. (Some evolutionary theorists suppose that "arboreal adaptation" is what laid the groundwork in primates for the evolution of the human mind.)

Reaching out with one of her eight arms, each covered in sensitive suckers, a tree octopus might grab a branch to pull herself along in a form of locomotion called tentaculation; or she might be preparing to strike at an insect or small vertebrate, such as a frog or rodent, or steal an egg from a bird's nest; or she might even be examining some object that caught her fancy, instinctively desiring to manipulate it with her dexterous limbs (really deserving the title "sensory organs" more than mere "limbs",) in order to better know it.

Map of estimated tree octopus maximum range, including spawning waters

Tree octopuses have eyesight comparable to humans. Besides allowing them to see their prey and environment, it helps them in inter-octopus relations. Although they are not social animals like us, they display to one-another their emotions through their ability to change the color of their skin: red indicates anger, white fear, while they normally maintain a mottled brown tone to blend in with the background.

The reproductive cycle of the tree octopus is still linked to its roots in the waters of the Puget Sound from where it is thought to have originated. Every year, in Spring, tree octopuses leave their homes in the Olympic National Forest and migrate towards the shore and, eventually, their spawning grounds in Hood Canal. There, they congregate (the only real social time in their lives,) and find mates. After the male has deposited his sperm, he returns to the forests, leaving the female to find an aquatic lair in which to attach her strands of egg-clusters. The female will guard and care for her eggs until they hatch, refusing even to eat, and usually dying from her selflessness. The young will spend the first month or so floating through Hood Canal, Admiralty Inlet, and as far as North Puget Sound before eventually moving out of the water and beginning their adult lives.

Why It's Endangered

Route 101, separating the rainforests of the Olympic Peninsula from Hood Canal

Although the tree octopus is not officially listed on the Endangered Species List, we feel that it should be added since its numbers are at a critically low level for its breeding needs. The reasons for this dire situation include: decimation of habitat by logging and suburban encroachment; building of roads that cut off access to the water which it needs for spawning; predation by foreign species such as house cats; and booming populations of its natural predators, including the bald eagle and sasquatch. What few that make it to the Canal are further hampered in their reproduction by the growing problem of pollution from farming and residential run-off. Unless immediate action is taken to protect this species and its habitat, the Pacific Northwest tree octopus will be but a memory.

The possibility of Pacific Northwest tree octopus extinction is not an unwarranted fear. Other tree octopus species-including the Douglas octopus and the red-ringed madrona sucker-were once abundant throughout the Cascadia region, but have since gone extinct because of threats similar to those faced by paxarbolis, as well as overharvesting by the now-illegal tree octopus trade.

Tree Octopus hat from 1923

The history of the tree octopus trade is a sad one. Their voracious appetite for bird plumes having exhausted all the worthy species of that family, the fashionistas moved on to cephalopodic accoutrements during the early 20th Century. Tree octopuses became prized by the fashion industry as ornamental decorations for hats, leading greedy trappers to wipe out whole populations to feed the vanity of the fashionable rich. While fortunately this practice has been outlawed, its effects still reverberate today as these millinery deprivations brought tree octopus numbers below the critical point where even minor environmental change could cause disaster.

While efforts were made in the past to preserve remaining tree octopus habitat, these were met with resistance by the timber industry, which has traditionally viewed the tree octopus as a nuisance, both because the octopuses favor the valuable, moss-shrouded trees of old growth forests-pitting conservation needs against lucrative sources of lumber-and because octopuses hiding among felled trees often gummed up sawmills and stained pulp vats with their ink.

Traveling sideshow exhibits, such as this one by Glen "Bones" Hartzell from 1942, demonized tree octopuses to the ignorant masses
(Click to enlarge)

These nuisances led many loggers to regard tree octopuses as bad luck, resulting in the pointless killing of octopuses on sight at logging camps in a misguided attempt at eradicating the troublesome species. Anti-octopus sentiment was so strong among loggers that some even began to fear that the octopuses were prone to attacking humans.

These fears were fueled in no small part by gratuitous stories involving tree octopuses harassing lumberjacks and distressing damsels in Northwestern-themed pulp magazines of the 1930-40s and variously "nipping", "entangling", or "suckering the flesh" of the heroes of men's action magazines of the 1950-60s. (The magazine publishers depended on cheap paper made from wood pulp and were glad to contribute to the anti-octopus propaganda campaign of the timber industry.)

To this day, misunderstanding and fear of these gentle creatures can still be found among many old timers, although education campaigns-and special octopus-separators installed at sawmills-have largely halted the practice of tree octopus eradication.

How You Can Help

More Tree Octopus Information

Posters motivate the citizenry to action! Post them!

Tree Octopus FAQs - Frequently asked questions, now with answers.

Tree Octopus Sightings - Includes photos of and behavioral research on the Pacific Northwest Tree Octopus and other tree octopus species.

Tree Octopus In The Media - appearances of tree octopuses, both real and fictional, in the media and popular culture.

Research On Other Tree Octopus Species:

The author of this article and its subsections is Lyle Zapato.
This site is not associated with any school or educational organization,
other than the Kelvinic University branch of the Wild Haggis Conservation Society.
Not to be confused with the Pacific Northwest Octopus Tree.

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Information about the endangered Pacific Northwest Tree Octopus and what you can do to save it.

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Horrible Histories - Protect thy privacy settings!

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Guy Fawkes finds sharing personal information over the internet can leave you in trouble.

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A collection of five stories created to help parents and teachers educate children aged 3-7 about online safety, with accompanying teaching activities.

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The Digiduck® collection has been created to help parents and teachers educate children aged 3 - 7 about online safety. The collection includes a ebooks, PDFs, a poster and an interactive app.

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Join in with Mummy Penguin's song and follow the adventures of Smartie the Penguin as he learns how to be safe on the internet.

We provide two versions of the story each for EYFS, Year 1 and Year 2.

The first version of story covers the following themes:

1. Pop ups and in app purchasing

2. Inappropriate websites for older children

3. Cyberbullying

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1. Upsetting images

2. Unreliable information

3. Talking to strangers online

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Interactive online safety activities for 6-7 year olds from CEOP Education.

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When Alfie's not gaming, he's making videos about gaming for his channel. He even talks about gaming in his sleep!

Alfie's gaming videos are the talk of his class, his friends can't wait to hear all the latest tips and tricks. Alfie loves teaching others his skills, he even taught his Nana Nora to game!

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When Alfie's not gaming, he's making videos about gaming for his channel. He even talks about gaming in his sleep! Alfie's gaming videos are the talk of his class, his friends can't wait to hear all the latest tips and tricks. Alfie loves teaching others his skills, he even taught his Nana Nora to game!

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These cartoons illustrate 5 online safety SMART rules and include a real life SMART Crew of young people, who guide the cartoon characters in their quest, and help them make safe online decisions.

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The Adventures of Kara, Winston and the SMART Crew | Childnet

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5 fantastic cartoons to illustrate e-safety SMART rules for 7 to 11 year olds.

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Be Internet Legends - A Program to Teach Children Internet Safety

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Be Internet Legends - A Program to Teach Children Internet Safety

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Be Internet Legends is a multifaceted program that includes a fun and free of charge web-based game called Interland and an educational curriculum to teach children how to be safe and responsible explorers of the online world.

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I've met Tracey Beaker

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My Dad was on Fawlty Towers.

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I've cleaned Tom from Keane's teeth..

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I've been in the same room as Prince William and Harry

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I've been in the same room as Prince William and Harry

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I was a ball girl at Wimbledon

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The guy from soft play used to come in and give us biscuits when i worked at the Sussex

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Djokovich

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I have sung for Andrew Lloyd Webber

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climbed Kilimanjaro

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I met David Beckham

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I'm staying at the British Ambassador's house in Paris during half term

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performed in panto a number of years ago

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performed in panto a number of years ago

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My children were once on a gardening programme on cbeebies.

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Scratch is a free programming language and online community where you can create your own interactive stories, games, and animations.