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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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anonymous to pupils
teachers can store assessment data
low stakes quiz game
good for assessment of prior knowledge
good for comparing summative assessment
can be used across the curriculum
only 1 device needed

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https://www.codemonkey.com/
Has free levels and takes children through at their own pace.

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Coding for Kids | Game-Based Programming | CodeMonkey

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CodeMonkey is a leading coding for kids program. Through its award-winning courses, millions of students learn how to code in real programming languages.

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App on iPads or google play device.

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Give your photos a voice with ChatterPix! Chatterpix can make anything talk -- pets, friends, doodles, and more!

Download for iPad & iPhone

Simply take any photo, draw a line to make a mouth, and record your voice. Then share your Pix with friends and family as silly greetings, playful messages, or creative cards. And best of all, it's FREE!

This App allows sharing via email, Facebook, and YouTube and is designed for adults. If you'd like to restrict these options, please download "ChatterPix Kids" - designed for kids with no sharing features.

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Give your photos a voice with ChatterPix! Chatterpix can make anything talk -- pets, friends, doodles, and more! Download for iPad & iPhone Simply take any photo, draw a line to make a mouth, and record your voice. Then share your Pix with friends and family as silly greetings, playful messages, or creative cards.

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https://www.crunchzilla.com/

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Crunchzilla offers interactive tutorials that get people excited about programming. Play with code, build, and learn.

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Really good for EYFS/SEN children as an introduction but only available on Apple

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Introducing kids to coding early is seen as vitally important by parents, educators, and tech leaders. Give your child a head start in learning how to code with Hopster Coding Safari.

We have created this animal themed pre-coding logic game to help kids learn the fundamentals of coding. Children are presented with a series of logic problems to solve, getting different animals to where they need to be.

What your child will learn from Hopster Coding Safari:

- The fundamentals of computational thinking
- Foundations of coding
- Problem solving
- Planning

This game will engage young children in computational thinking - the fundamental techniques needed to understand coding - without them realising they are learning. It will also ignite their passion for puzzles and problem-solving - all while playing a fun game with animals.

It could be the Tiger that needs to get back to her den, the Penguin trying to return to its Antarctic Ice Hole, the hungry Monkey desperate to get to the banana tree, or one of the other animals in this app - here, play is at the heart of learning to code.

The tasks in Hopster Coding Safari become increasingly complex to resolve, and completing them gently guides your child through the four fundamental techniques of computational thinking:

- Decomposition
- Pattern recognition
- Abstraction
- Algorithms

These are the basic techniques children need in order to learn how to code. So our game doesn't teach any specific programming languages but gives young children these foundations from which they will build on and learn to code.

Our Learning Goals:

1. Introducing children to computational thinking
* Going through a problem-solving process
* Breaking it down & looking for patterns
* Developing a step-by-step solution
* Reflecting on their choices

2. Delivering key computer science standards for UK (Early Years & Key Stage 1) and US Curriculum (Kindergarten through 2nd Grade)
* Understand what algorithms are
* Create and follow algorithms
* Model the way programs store and manipulate data by using symbols to represent information
* Develop programs with sequences and simple loops, to express ideas or address a problem
* Decompose the steps needed to solve a problem into a precise sequence of instructions
* Debug errors in algorithm that includes sequences and simple loops
* Use logical reasoning to predict the behaviour of simple programs

Toddlers and preschoolers will love the animal theme, and each one has been chosen to represent one of the 7 continents - Bear (North America), Fox (Europe), Tiger (Asia), Elephant (Africa), Monkey (South America), Penguin (Antarctica), and Kangaroo (Australia).

Built by the team behind Hopster, the award-winning kids learning and entertainment app, Hopster Coding Safari is 100% safe and ad-free.

Unlock the second coding world through a single in-app purchase or by using your existing Hopster subscription*

*You will need to create a Hopster login to use an existing subscription across other apps and platforms.

We're always making updates to Coding Safari. This time it's nothing fancy, just some under the hood improvements.

Love it

Well my little sisters Love it and so does my student it's the best learning puzzle ever they play it all the time and boosted their brain with knowledge there's a best sisters and student I could ever have and I've been trying to find a game for them that that's not too inappropriate. But then I found this game and it was perfect and I love the stickers and I get to add a sticker every time I wonder what happens when you get all the stickersPerfect game love it more than anything I would play it but I'm not that into a little kid stuff but if you can make an older kid one I would love it and I would play it all the time since I am I am running out of ideas for games to play because one of my games glitched and got ruined I'm glad for this and my sisters and student loves it so much my student is so smart and she can tackle any puzzle now she's so good and she loves it thank you so much best puzzle ever.

Great intro to coding skills

I didn't want to be one of those parents that fights their kids when they use the screen. Instead I wanted to encourage mine to use it in a positive way. To that end I got this app for my 3 year old. He loves the sense of accomplishment when he completes the different levels and he's engaged throughout the process.

2yr old plays Loves this game

My little one is 2 1/2 she plays only with the bear it's a start but she loves the tigers im glad there are small children friendly apps now thank you for such a wonderful app to teach and have fun very easy for her and the other children I babysit all age ranges.

The developer, Hopster, has not provided details about its privacy practices and handling of data to Apple. For more information, see the developer's privacy policy.

No Details Provided

The developer will be required to provide privacy details when they submit their next app update.

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‎Introducing kids to coding early is seen as vitally important by parents, educators, and tech leaders. Give your child a head start in learning how to code with Hopster Coding Safari. We have created this animal themed pre-coding logic game to help kids learn the fundamentals of coding. Children ar...

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Code Club | Raspberry Pi Projects

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EduBlocks

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EduBlocks is a free tool by Anaconda that helps anyone learn how to code with text-based languages like Python or HTML using a familiar drag-and-drop blocks system

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https://www.bing.com/ck/a?!&&p=31b3a0e5d1021a5154c9a5ad0c5c737cb17bc216bd7c5e7bd2371a31b2fbd7d7JmltdHM9MTY0Nzg3MzQ3MSZpZ3VpZD1jOTI5ZjZhNi1iNzRlLTQ5MjktOGUxYS0xMWExZWIxZThlNWMmaW5zaWQ9NTE1OQ&ptn=3&fclid=7c573820-a924-11ec-86c5-45d4bb38fa08&u=a1aHR0cHM6Ly93d3cuajJlLmNvbS9qaXQ1P21zY2xraWQ9N2M1NzM4MjBhOTI0MTFlYzg2YzU0NWQ0YmIzOGZhMDg&ntb=1

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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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We use this as a reward system in school, communicating with parents and children. We also used it during lockdown to providr our online distant learning provision.

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Thousands of amazing experiments using Chrome, Android, AI, AR and more. Inspiration and good for cross curricular links and future use of technologies.

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Since 2009, coders have created thousands of amazing experiments using Chrome, Android, AI, AR and more. We're showcasing projects here, along with helpful tools and resources, to inspire others to create new experiments. Here are collections of experiments to explore, with new ones added every week. Have fun.

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Since 2009, coders have created thousands of amazing experiments using Chrome, Android, AI, WebVR, AR and more. We're showcasing projects here, along with helpful tools and resources, to inspire others to create new experiments.

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https://teachcomputing.org/curriculum

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Why use our Teach Computing Curriculum?

Resources include lesson plans, slides, activity sheets, homework, and assessments

Each key stage has a teacher guide and curriculum map to help you get started

Built around an innovative progression framework where computing content has been organised into interconnected networks we call learning graphs

Created by subject experts, using the latest pedagogical research and teacher feedback

All of the content is free for you to use, and in formats that make it easy for you to adapt it to meet the needs of your learners

Looking for A level resources?

Isaac Computer Science is our free online learning programme for A level & GCSE computer science teachers and students. Access our time-saving learning materials that cover the AQA, Edexcel, Eduqas, OCR and WJEC curriculums.

Discover Isaac Computer Science

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Curriculum resources contain everything you need to teach computing at key stages 1 to 4. Content is free to access, and has been created by subject experts.

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You can find some exciting lessons here to explore homes around the world, environmental issues, historical sites.  The lesson packs contain lesson ideas and have mapped out journeys for the students. Very age appropriate and the students absolutely love having a look inside an iglo or a Mongolian yurt. Highly recommended!

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We're here to help. Using the simple search filters below you'll find easy, step-by-step guides and tutorials on Google's Geo Tools, inspirational stories, plus lesson plans, product information, and much more.

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We're here to help. Using the simple search filters below you'll find easy, step-by-step guides and tutorials on Google's Geo Tools, inspirational stories, plus lesson plans, product information, and much more.

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https://r.search.yahoo.com/_ylt=A0geKegpG65hAfoARblXNyoA;_ylu=Y29sbwNiZjEEcG9zAzEEdnRpZANCQVNFTElORVRfMQRzZWMDc3I-/RV=2/RE=1638828969/RO=10/RU=https%3a%2f%2fpaintz.app%2f/RK=2/RS=K98r.PsreES_dmQQzFd2PHzCoQ4-

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Block coding to programme embroidery machines. Cross curricular links with maths for Year 5 and 6.

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https://www.getpaint.net/

Paint.NET is image and photo editing software for PCs that run Windows. It features an intuitive and innovative user interface with support for layers, unlimited undo, special effects, and a wide variety of useful and powerful tools. An active and growing online community provides friendly help, tutorials, and plugins.

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"Paint.NET is just about perfect ..."- Lifehacker

"It raises the quality bar," - Jeff Atwood, Stack Overflow co-founder, on Coding Horror

About
Paint.NET is image and photo editing software for PCs that run Windows. It features an intuitive and innovative user interface with support for layers, unlimited undo, special effects, and a wide variety of useful and powerful tools. An active and growingonline community provides friendly help, tutorials, andplugins.

It started development as an undergraduate college senior design project mentored by Microsoft, and is now maintained and developed by Rick Brewster. Originally intended as a free replacement for the Microsoft Paint software that comes with Windows, it has grown into a powerful yet simple image and photo editor tool. It has been compared to other digital photo editing software packages such asAdobe® Photoshop® , Corel® Paint Shop Pro® , Microsoft Photo Editor, andThe GIMP.

Windows is a registered trademark of Microsoft Corporation in the United States and other countries.
Adobe and Photoshop are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries.
Corel and Paint Shop Pro are trademarks or registered trademarks of Corel Corporation and/or its subsidiaries in Canada, the United States, and/or other countries.

Get it now (free download):
paint.net 5.0.11
English, Belarusian, Catalan, Chinese (Simplified), Chinese (Traditional), Corsican, Czech, Danish, Dutch, Finnish, French, German, Greek, Hebrew, Hindi, Hungarian, Italian, Japanese, Korean, Lithuanian, Norwegian, Persian, Polish, Portuguese (Brazil), Portuguese (Portugal), Russian, Slovak, Slovenian, Spanish, Swedish, Thai, Turkish, Ukrainian

Released on October 11th, 2023

Other Info
Blog
Twitter Tutorials
Frequently Asked Questions
System Requirements Plugins
What's new?

Awards

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Paint.NET - Free Software for Digital Photo Editing

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Paint.NET is free image and photo editing software for computers that run Windows.

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Coding Games and Programming Challenges to Code Better

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CodinGame is a challenge-based training platform for programmers where you can play with the hottest programming topics. Solve games, code AI bots, learn from your peers, have fun.

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Lesson resources for teachers

Planning and teaching with the micro:bit

Primary ages 7-11

Complete, editable computing units of work and resources with cross-curricular links for art, science, geography and more, curriculum-linked to England KS2 and Code.org elementary CS Fundamentals.
Search primary lessons
Secondary ages 11-14

Units of work with downloadable, editable resources covering computing fundamentals through to cyber security, cryptography and creative design projects, curriculum-linked to England KS3.
Search secondary lessons

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The BBC micro:bit: the pocket-sized computer transforming digital skills learning.

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This is fantastic for collating feedback

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AnswerGarden is a new minimalistic brainstorm tool for online brainstorming, real time audience participation and classroom feedback.

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How to create the perfect knowledge organiser

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How to create the perfect knowledge organiser

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A six-step guide to producing the ultimate knowledge organiser for your primary or secondary pupils

READ ON TO DISCOVER...

What a knowledge organiser is

What to include in your knowledge organiser template

How knowledge organisers can be used in KS1, KS2, KS3 and beyond

Dos and don'ts for writing an effective knowledge organiser

Download an exemplar 32-page knowledge organiser, covering KS4 History: Britain, Health and the People, at teachwire.net/knowledge.
When I was first teaching, I was regularly asked "Are we having a fun lesson today, Miss?" as my pupils walked into my classroom.
Invariably, a 'fun' lesson actually meant "Do we get to play on the computers today?" or "Are we going to watch a film?".

I don't get asked that question anymore and, while at 4'11" I am an imposing presence, I think it's because most of my pupils no longer feel the need to ask. We don't play games on computers and, while we watch videos, they are rarely more than five minutes long.

However, my classroom philosophy has changed. I believe that enjoyment and 'fun' come down to success; pupils liked films and games on the computers because they were low-risk activities where they did not need to worry about being unsuccessful.

Students now happily complete much more challenging activities in my classroom because they know there is a high chance of success. Success is satisfying. Satisfaction is one of the roots of fun.
What is a knowledge organiser?
One of the main tools I use to achieve this success is knowledge organisers; documents containing the core content for each unit.

In my eyes, a knowledge organiser is the ultimate tool of inclusion; through a well-written knowledge organiser every child, regardless of their socio-economic status, their attendance, or their previous education, can have access to the core knowledge they need to be successful.

Of course, knowledge organisers will never replace an expert at the front of the room, but they are an excellent tool for establishing the foundations needed to be successful.

However, this impact depends on knowledge organisers being well-written - and this is no easy task. I am now on my fourth year of writing them in some shape or form, and I have developed a method which I believe ensures that knowledge organisers are effective. This six-step method is based on three principles: knowledge organisers should be focused, sequential and accessible.

1 | Define the schema

I usually write knowledge organisers at the same time as writing a scheme of work. In order to decide exactly what I'm going to include in my knowledge organiser, I need to know exactly where my scheme of work is going.

Mapping out the core knowledge and concepts also allows me to consider any connections with previous units or links between sub-topics.

This is arguably the most dangerous stage of writing knowledge organisers; as subject specialists, it is often tempting to get carried away and to include interesting titbits and hooks, rather than what is required.

However, the aim of knowledge organisers is to ensure that all pupils have the essential foundational knowledge. Unfortunately, it is more difficult to determine what to leave out, rather than what to include.

2 | Sequence the schema

Consider which foundational concepts pupils will need to cover before they can work onto others. This has the added bonus of essentially planning your lesson sequence at the same time.

3 | Decide on how the information will be presented

One of the core principles behind my knowledge organisers is accessibility for all. As a result, I try to present the information within them in the easiest way possible: I use bullet points in my knowledge organisers, trying to stick to a fact per bullet point, I completely avoid paragraphs, and I use tables, diagrams and dual coding wherever possible.

4 | Write and trim the sections

Just as with deciding on the schema for a unit, writing the knowledge organiser is often a deceptively difficult task. Some of my first knowledge organisers were each rushed or lacked a clear schema. As a result, many sections contained vague or superfluous bullet points.

As a result, when pupils wrote quizzes for homework, they often wrote vague and superfluous questions.
Bullet point: "Religion was extremely important in Anglo-Saxon society." Q: "What was religion in Anglo-Saxon society?" A: "Important."
We ask pupils to write quizzes about sections of the knowledge organisers. I use the same method to quality assure each section; I write the section, leave for a couple of days, and then return to it and write quiz questions from it. I write one question per bullet point. The quality of the quiz determines the quality of my writing!

5 | Write the keywords

I have keywords on every page. Originally, I had a specific keywords page or I had a keywords section for every few pages. What I found was that pupils were rarely willing to go hunting for definitions and so, when faced with a word they were unsure of, many chose simply to avoid it.

6 | Administrative steps

It may sound minor, but one of the biggest changes I made to my knowledge organisers when I redrafted them for the first time was adding numbers to each section. I found that asking pupils to write or answer questions about "hard engineering" or "waves" was fraught with confusion or excuses.

By numbering each section, pupils cannot argue that they can't find the relevant information in the knowledge organiser, and homework can be quickly and easily written into planners.

This method has guided all of my knowledge organisers for this academic year. Over the course of the year, I have noted sections which haven't worked well and areas which were not clearly explained. There are a number of tweaks I have needed to make for next September.

However, these are tweaks, rather than the complete redrafts of previous years. I don't think I'll ever achieve perfection.

However, using this method has dramatically decreased my workload and has resulted in valuable documents which are the linchpin of my curriculum planning.

Writing an effective knowledge organiser: in brief

Becky Sayers is head of humanities in a 11-16 secondary school in Wiltshire. You can find her at thepassionatelyboringteacher.blogspot.com and follow her on Twitter at @MissSayers1.

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How to create the perfect knowledge organiser - Teachwire

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A six-step guide to producing the ultimate knowledge organiser for your primary or secondary pupils What a knowledge organiser is What to include in your knowledge organiser template How knowledge organisers can be used in KS1, KS2, KS3 and beyond Dos and don'ts for writing an effective knowledge organiser Download an exemplar 32-page knowledge organiser, covering KS4 History: Britain, Health and the People, at teachwire.net/knowledge.

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Set Maths star challenges

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https://www.codeforlife.education/  Kids love this, created by Ocado grocery delivery services, they have to direct the driver to make deliveries.  Gets progressively harder, it also provides the teacher with data of progress and achievements.

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https://www.codeforlife.education/  Kids love this, created by Ocado grocery delivery services, they have to direct the driver to make deliveries.  Gets progressively harder, it also provides the teacher with data of progress and achievements.

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IPAD input and coding app

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Adobe Spark Tools.

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Code Club resources and projects - Scratch-based, but also available projcets in Python, HTML/ CSS, Microbit, Raspberry Pi, Blender

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Code Club resources and projects - Scratch-based, but also available projcets in Python, HTML/ CSS, Microbit, Raspberry Pi, Blender

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E.A.K. is a revolutionary, online game that provides kids aged 8-14 with knowledge of both computational thinking and professional coding languages, to effectively prepare them for 21st Century degrees and careers.

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Children learn languages quickly and easily, so why not teach them the professional languages of technology?

E.A.K. is a revolutionary, online game that provides kids aged 8-14 with knowledge of both computational thinking and professional coding languages, to effectively prepare them for 21st Century degrees and careers.

In E.A.K. there is a huge focus on creativity - after all there's not much point in students learning to code if they aren't going to create!

Our aim is to bridge the gap that exists between learning the concepts of coding and being able to apply practical knowledge in a creative way.

Since we are becoming increasingly reliant upon technology, coding is now an essential skill. An estimated 65% of today's schoolchildren will eventually be employed in jobs that don't exist yet.

Children who understand how technology works and know how to manipulate it, will have a huge advantage over those who don't - in every discipline, not just computing.

E.A.K. offers a gentle introduction to professional coding languages, enabling children to play and learn on their own - or alongside parents and teachers.

Mario-style gameplay, interactive dialogue, quirky characters and kitten gifs makes learning these languages fun for complete beginners and kids aged 8+.

E.A.K. teaches children to code in a totally new way. Instead of just learning computational thinking, girls and boys learn to code by building and fixing real levels as they play online.

As the game progresses, children will learn how to use their new skills to build their own simple creations on the web. E.A.K. currently teaches HTML syntax, and once purchased, will be updated regularly - teaching HTML, CSS and JavaScript.

E.A.K.'s mission is to empower every child with the confidence and practical skills to design and build their own creations on the web.

The E.A.K. team are passionate about inspiring girls to code so that they can grow up to have the same opportunities as boys. Solely through word-of-mouth, we have over 120,000 players globally and 55% of them are girls.

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Children learn languages quickly and easily, so why not teach them the professional languages of technology? E.A.K. is a revolutionary, online game that provides kids aged 8-14 with knowledge of both computational thinking and professional coding languages, to effectively prepare them for 21st Century degrees and careers. In E.A.K.

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World for geography

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Chatterpix
World

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https://www.codeforlife.education/rapidrouter/
https://www.codeforlife.education/

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Free! You can add classes and set whole courses of lessons for covering coding. It records what has been covered by each child and progress can be tracked.

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https://canvas.apps.chrome/

Another drawing program - works very well with touchscreens and links with GSuite.

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https://www.j2e.com/jit5#

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Kodable

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Box Island

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ALEX

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Swift playground

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Lexia

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Pic collage

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Daisy the dinosaur

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Garageband

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Ilearn2

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Pages, numbers and keynote

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https://www.primotoys.com/   Cubetto

Made of tactile and hard-wearing wood he’s your child’s guide into the world of coding. Screenless, friendly and ready to play.

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https://beebot.terrapinlogo.com/

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Free resources

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https://makecode.microbit.org/

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Free website for making pictures, really easy to use

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Simpler version for KS1

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A free, online 3D modeling program that runs in a web browser, known for its simplicity and ease of use. Since it became available in 2011 it has become a popular platform for creating models for 3D printing as well as an entry-level introduction to constructive solid geometry in schools

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Tinkercad | From mind to design in minutes

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Tinkercad is a free, easy-to-use app for 3D design, electronics, and coding.

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A global movement by Computer Science Education Week and Code.org reaching tens of millions of students in 180+ countries through a one-hour introduction to computer science and computer programming. Learn about the simple steps you can take to prepare your class for an Hour of Code. You can even sign whole classes on with logins. It is a fantastic tool for demonstrations and coding activities.

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Use computer science to explore, play, and create!

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A 3D modeling computer program for a wide range of drawing applications such as architectural, interior design, landscape architecture, civil and mechanical engineering, film and video game design The Pro version is a paid for item, however the 'make' versions and online web version are free

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Originally named Boku, is a programming integrated development environment by Microsoft's FUSE Labs. It runs on Xbox 360 and Microsoft Windows XP, Windows Vista, Windows 7, Windows 8 and Windows 10. It is a visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The programming environment runs on the Xbox, allowing rapid design iteration using only a game controller for input.

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Kodu Game Lab is a 3D game development environment that is designed to teach kids basic programming principles. Kodu allows creators to build the world's terrain, populate it with characters and props, and then program their behaviors and games rules in a bespoke visual programming language.

Kodu originated as a project in Microsoft Research. The original target platform was the Xbox 360 using C#, XNA, and releasing via the Indie Games Channel. The choice of releasing on the Xbox informed much of the early UI development since everything needed to be done using a game controller. Since porting to the PC, support for keyboard, mouse, and touch have been added.

The goal for Kodu has always been to be as easy as possible for new users. Guided by this goal, we've tended to design new features so that they are simple and understandable rather than more complex and complete.

The heart of Kodu is the tile-based programming language. The language is high level in the sense that a lot can be accomplished in a very few lines of "kode" compared to traditional programming. The kode is continuously evaluated so that it immediately reacts to any changes in the state of the world. For instance, the sample below shows how to program a character to find and eat all the apples in the game world. Line 1 says that if the character sees an apple, it should move toward it. If there is more than one apple in the world, it automatically chooses the nearest to move toward. Line 2 says that when the character bumps into the apple, it should eat it. The bumped tile is Kodu's way of telling when two characters are close to each other. Once the apple is eaten, it no longer exists in the world, so the character will then go after the next one and so on until no more apples remain.

Having the tiles represent real-world events, actions, and objects helps bridge the gap between a new user's real-world experience and the often abstract nature of computer programming.

Featured Worlds

Questions?

For questions or any support issues, email KoduSupport@InfiniteInstant.com.