👆 View a 3-minute video on how to use the Digital Learning Curriculum in your classroom.
Our curriculum supports the development of critical digital skills such as coding and robotics, preparing students for the future and fostering their growth as engaged, global digital citizens.
Louth
Dublin
Donegal
Cavan
Galway
Kildare
Galway
Dublin
Galway
Dublin
Cork
Dublin
Kildare
Laois
Dublin
Tipperary
Cork
Dublin
Westmeath
Dublin
Kildare
Dublin
Galway
Dublin
Mayo
Mayo
Cork
Wicklow
Dublin
Clare
Collaboration, Curiosity, Discovery
Play, Innovation, Risk-taking
Collaboration, Creativity, Resilience
Analysis, Communication, Feedback
€9 per student, includes student access & teacher resources.
Get started for 2024/25 View a quick 3 min video Info Sheet FAQsExplore patterns hands-on with unplugged coding fun!
Students will need to use the following equipment and can share if necessary.
A teacher interactive display is a device that allows teachers and students to interact with digital content on a large screen. It can be used for various purposes, such as presenting, annotating, collaborating, and engaging in interactive learning activities. Some examples of teacher interactive displays are SMART Board1, Clevertouch2, and Epson3. These displays have different features and specifications, such as touch sensitivity, embedded computing, software compatibility, and screen size. Teacher interactive displays can enhance the teaching and learning experience by making it more dynamic, collaborative, and fun.
If a printer has been listed as equipment required for a lesson then it's necessary to print out some handouts or work sheets for the lesson.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Create Fun Stories and Simple Adventures in Scratch Jr!
Students will need to use the following equipment and can share if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Code robot movements with fun BeeBot adventures!
Students will need to use the following equipment and can share if necessary.
The Bee-Bot is a child-friendly, programmable robot designed to introduce young students to basic programming concepts, including sequencing and problem-solving. This bee-shaped robot measures approximately 13 cm by 10 cm, featuring a simple interface with directional buttons to input commands for movement.
Capable of remembering up to 40 commands, Bee-Bot can move in 15 cm steps and turn 90 degrees, ideal for executing planned sequences. Its durable, colourful design and rechargeable battery via USB make it both classroom-friendly and easy to maintain. Teachers can use Bee-Bots with various thematic mats and accessories to enhance learning across different subjects, promoting creativity and teamwork among students.
If a project/large screen has been listed as equipment required for a lesson then it's necessary as part of the lesson to display or demonstrate something to the students.
This can be done using:
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Coding Without Screens, Explore Patterns Hands-On!
Students will need to use the following equipment and can share if necessary.
A teacher interactive display is a device that allows teachers and students to interact with digital content on a large screen. It can be used for various purposes, such as presenting, annotating, collaborating, and engaging in interactive learning activities. Some examples of teacher interactive displays are SMART Board1, Clevertouch2, and Epson3. These displays have different features and specifications, such as touch sensitivity, embedded computing, software compatibility, and screen size. Teacher interactive displays can enhance the teaching and learning experience by making it more dynamic, collaborative, and fun.
If a printer has been listed as equipment required for a lesson then it's necessary to print out some handouts or work sheets for the lesson.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Junior Creators Emerge with Scratch Jr.
Students will need to use the following equipment and can share if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Becoming Robot Programmers: BeeBots Take on New Challenges!
Students will need to use the following equipment and can share if necessary.
The Bee-Bot is a child-friendly, programmable robot designed to introduce young students to basic programming concepts, including sequencing and problem-solving. This bee-shaped robot measures approximately 13 cm by 10 cm, featuring a simple interface with directional buttons to input commands for movement.
Capable of remembering up to 40 commands, Bee-Bot can move in 15 cm steps and turn 90 degrees, ideal for executing planned sequences. Its durable, colourful design and rechargeable battery via USB make it both classroom-friendly and easy to maintain. Teachers can use Bee-Bots with various thematic mats and accessories to enhance learning across different subjects, promoting creativity and teamwork among students.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Build a Solid Base with Unplugged Coding Lessons
Students will need to use the following equipment and can share if necessary.
A teacher interactive display is a device that allows teachers and students to interact with digital content on a large screen. It can be used for various purposes, such as presenting, annotating, collaborating, and engaging in interactive learning activities. Some examples of teacher interactive displays are SMART Board1, Clevertouch2, and Epson3. These displays have different features and specifications, such as touch sensitivity, embedded computing, software compatibility, and screen size. Teacher interactive displays can enhance the teaching and learning experience by making it more dynamic, collaborative, and fun.
If a printer has been listed as equipment required for a lesson then it's necessary to print out some handouts or work sheets for the lesson.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Bring Your Ideas to Life with Scratch Jr!
Students will need to use the following equipment and can share if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Explore Electricity in Action by Building Real-World Circuits!
Students will need to use the following equipment and can share if necessary.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
Snap Circuits are hands-on learning kits designed to teach students about electronics and circuit design in an intuitive and interactive way. These kits consist of various electronic components like resistors, switches, motors, and speakers that snap together on a plastic grid—no soldering required.
Each kit comes with easy-to-follow instructions that guide students through the construction of working circuits to create projects like radios, alarms, and doorbells. This practical approach helps students understand the basics of electrical circuits and the functionality of different components by seeing and modifying the circuits they build.
Snap Circuits are durable, reusable, and expandable, making them an ideal resource for classroom settings. They foster critical thinking, problem-solving, and creativity, providing a foundational understanding of electrical engineering concepts through engaging, real-world applications.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Start your coding journey with fun and simple projects!
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Coding Made Easy: Drag & Drop Fun with Coding Blocks!
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Level Up with Block-Based Challenges!
Students will need to use the following equipment and can share if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
From Simple to Sparks, build exciting circuits in the classroom
Students will need to use the following equipment and can share if necessary.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
Snap Circuits are hands-on learning kits designed to teach students about electronics and circuit design in an intuitive and interactive way. These kits consist of various electronic components like resistors, switches, motors, and speakers that snap together on a plastic grid—no soldering required.
Each kit comes with easy-to-follow instructions that guide students through the construction of working circuits to create projects like radios, alarms, and doorbells. This practical approach helps students understand the basics of electrical circuits and the functionality of different components by seeing and modifying the circuits they build.
Snap Circuits are durable, reusable, and expandable, making them an ideal resource for classroom settings. They foster critical thinking, problem-solving, and creativity, providing a foundational understanding of electrical engineering concepts through engaging, real-world applications.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Start your coding journey with fun and simple projects!
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Create Games and Animations with Block Based Coding
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Level Up and Code Your Own Arcade Games!
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Introduction to microbits: coding simple interactions
To do this module, students will need to use either of these devices:
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Students will need to use the following equipment and can share if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Beginner's Gateway to Coding
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Design Interactive Stories and Games Through Coding
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Make your own Games with MakeCode Arcade
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Exploring creative projects with microbit technology
To do this module, students will need to use either of these devices:
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Students will need to use the following equipment and can share if necessary.
Crocodile clips are sprung metal clips with long, serrated jaws which are used for creating a temporary electrical connection.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Beginner's Gateway to Coding
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Code Like a Creator, Design Amazing Games and Animations with Scratch!
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Developing skills through engaging microbit projects
To do this module, students will need to use either of these devices:
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Students will need to use the following equipment and can share if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Design Arcade Games with Advanced Logic
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Microbit Makers: Code Light Shows & Interactive Projects!
To do this module, students will need to use either of these devices:
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Students will need to use the following equipment and can share if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Beginner's Gateway to Coding
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Build Interactive Projects with Code
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Coding microbit projects and real-world applications
To do this module, students will need to use either of these devices:
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Students will need to use the following equipment and can share if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Code Like a Pro, From Classics to Cutting-Edge Games!
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Microbit Makers: Code Light Shows & Interactive Projects!
To do this module, students will need to use either of these devices:
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Students will need to use the following equipment and can share if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Robotics Champions: Animate & Control Your Microbit Car!
To do this module, students will need to use either of these devices:
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Students will need to use the following equipment and can share if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
The STOP:bit for the BBC micro:bit is the ultimate upgrade for traffic light/pedestrian crossing projects. It is a bolt-on/clip-on board for the BBC micro:bit replicating a traffic light.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
Discover AI and learn how to program it using Scratch.
To do this module, students will need to use either of these devices:
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Students will need to use the following equipment and can share if necessary.
A webcam is a small digital camera, either standalone or built into a computer, used for taking videos and images.
Most modern iPads, tablets, laptops and Chromebooks have cameras built into them.
Coding Ireland can provide full classroom kits, please provide student numbers to get a quote.
8 week course @ 1 hour per week
This course guides teachers through a series of lessons designed to introduce students to the concept of sequencing and logical order, essential for understanding coding instructions. The course includes interactive games, discussions, and worksheet activities, progressing from simple 'first/then' statements to more complex grid navigation tasks. Teachers are advised to explain concepts clearly, make learning fun and relatable, and encourage students to visualise movements and explain their thought processes.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
A teacher interactive display is a device that allows teachers and students to interact with digital content on a large screen. It can be used for various purposes, such as presenting, annotating, collaborating, and engaging in interactive learning activities. Some examples of teacher interactive displays are SMART Board1, Clevertouch2, and Epson3. These displays have different features and specifications, such as touch sensitivity, embedded computing, software compatibility, and screen size. Teacher interactive displays can enhance the teaching and learning experience by making it more dynamic, collaborative, and fun.
8 week course @ 1 hour per week
This course introduces students to the basics of digital storytelling using Scratch Jr. The lessons are designed to be interactive and hands-on, encouraging students to explore and experiment with the app. Teachers should monitor student progress and provide assistance as needed. The course covers topics such as character movement, changing backgrounds, adding characters, and programming actions. Each lesson concludes with a challenge and free play exploration time, allowing students to apply what they've learned.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
Introduce your students to the exciting world of robotics with Bee-Bots. Start with simple forward and backward movements, then progress to lateral turns. Engage students with interactive games and hands-on activities, reinforcing their understanding of directional commands and sequencing. As the course progresses, students will learn to programme Bee-Bots to trace digital numbers, enhancing their number recognition, sequencing skills, and programming abilities. Remember to celebrate their achievements and encourage further exploration.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Bee-Bot is a child-friendly, programmable robot designed to introduce young students to basic programming concepts, including sequencing and problem-solving. This bee-shaped robot measures approximately 13 cm by 10 cm, featuring a simple interface with directional buttons to input commands for movement.
Capable of remembering up to 40 commands, Bee-Bot can move in 15 cm steps and turn 90 degrees, ideal for executing planned sequences. Its durable, colourful design and rechargeable battery via USB make it both classroom-friendly and easy to maintain. Teachers can use Bee-Bots with various thematic mats and accessories to enhance learning across different subjects, promoting creativity and teamwork among students.
8 week course @ 1 hour per week
This course focuses on problem-solving skills, primarily through sequencing and conditional logic. Engage students with interactive games like 'Simon Says' and 'Robot Roger', and reinforce learning with worksheets. Use the whiteboard for visual demonstrations and remember to vary themes to maintain interest. Encourage students to learn at their own pace and ensure they understand each concept before moving on.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
A teacher interactive display is a device that allows teachers and students to interact with digital content on a large screen. It can be used for various purposes, such as presenting, annotating, collaborating, and engaging in interactive learning activities. Some examples of teacher interactive displays are SMART Board1, Clevertouch2, and Epson3. These displays have different features and specifications, such as touch sensitivity, embedded computing, software compatibility, and screen size. Teacher interactive displays can enhance the teaching and learning experience by making it more dynamic, collaborative, and fun.
8 week course @ 1 hour per week
This course introduces students to the basics of coding through Scratch Junior, using engaging themes and characters. Each week, students will learn new skills, from basic motion blocks to advanced coding tricks. Encourage creativity and exploration during free play time. For early finishers, provide additional challenges to keep them engaged. Remember to recap previous lessons to reinforce learning.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course involves guiding students through the exploration of robotics using Bee-Bots. The lessons are designed to progressively build students' understanding of commands and sequencing. Encourage hands-on participation and group activities to foster problem-solving and collaborative skills. Remember to recap previous lessons to reinforce learning. The course concludes with students applying their skills to trace digital numbers, reinforcing number recognition and programming.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Bee-Bot is a child-friendly, programmable robot designed to introduce young students to basic programming concepts, including sequencing and problem-solving. This bee-shaped robot measures approximately 13 cm by 10 cm, featuring a simple interface with directional buttons to input commands for movement.
Capable of remembering up to 40 commands, Bee-Bot can move in 15 cm steps and turn 90 degrees, ideal for executing planned sequences. Its durable, colourful design and rechargeable battery via USB make it both classroom-friendly and easy to maintain. Teachers can use Bee-Bots with various thematic mats and accessories to enhance learning across different subjects, promoting creativity and teamwork among students.
8 week course @ 1 hour per week
The World of Logic module is designed to introduce students to essential logical thinking skills through engaging and interactive activities. Starting with fundamental pattern recognition, students will advance to understanding categorization and identifying outliers. Teachers will guide students through sequencing tasks, reinforcing the importance of order and direction with fun grid games and maze challenges. The course concludes with an introduction to algorithms, where students apply their learning by creating simple dance routines. This module aims to build foundational critical thinking skills, essential for problem-solving in computer science and coding.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
A teacher interactive display is a device that allows teachers and students to interact with digital content on a large screen. It can be used for various purposes, such as presenting, annotating, collaborating, and engaging in interactive learning activities. Some examples of teacher interactive displays are SMART Board1, Clevertouch2, and Epson3. These displays have different features and specifications, such as touch sensitivity, embedded computing, software compatibility, and screen size. Teacher interactive displays can enhance the teaching and learning experience by making it more dynamic, collaborative, and fun.
8 week course @ 1 hour per week
This course introduces students to the world of digital creation through Scratch Junior. Starting with basic motion blocks, students will progressively learn to create projects, change backgrounds, add characters, and control character speed. Each lesson concludes with a challenge and free play exploration time. Teachers should encourage creativity and experimentation, and be prepared to recap on previous lessons as necessary.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course involves guiding students through the understanding and application of electricity and simple circuits using Snap Circuits. Teachers will facilitate hands-on activities, including assembling circuits and experimenting with various components such as switches, LED lights, motors, and phototransistors. Emphasise safety, correct component placement, and the function of each part. Encourage exploration and reinforce learning through play. Familiarise yourself with Snap Circuits and prepare for each lesson by ensuring all necessary components are available.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
Snap Circuits are hands-on learning kits designed to teach students about electronics and circuit design in an intuitive and interactive way. These kits consist of various electronic components like resistors, switches, motors, and speakers that snap together on a plastic grid—no soldering required.
Each kit comes with easy-to-follow instructions that guide students through the construction of working circuits to create projects like radios, alarms, and doorbells. This practical approach helps students understand the basics of electrical circuits and the functionality of different components by seeing and modifying the circuits they build.
Snap Circuits are durable, reusable, and expandable, making them an ideal resource for classroom settings. They foster critical thinking, problem-solving, and creativity, providing a foundational understanding of electrical engineering concepts through engaging, real-world applications.
2 week course @ 1 hour per week
This course is designed to introduce students to the world of coding. The first week focuses on the basics of coding, using everyday examples and an instructional game to reinforce the concept. The second lesson introduces Scratch, a coding platform, and guides students through creating their first project. The second week builds on this knowledge, teaching students how to create a dance party animation with a cat and a bat. Teachers should encourage active participation, creativity, and practice throughout the course.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course introduces students to coding through Scratch, a block-based visual programming language. The course is divided into eight modules, each focusing on a different aspect of Scratch. The lessons range from creating interactive projects with sound effects to designing games and stories. Teachers should ensure students understand each step before proceeding, encourage creativity and experimentation, and facilitate group brainstorming sessions to foster teamwork. The course concludes with students creating their own Scratch projects, reinforcing the skills they've learned throughout the course.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course provides a comprehensive guide to creative coding, focusing on animation and character interaction. Teachers should encourage students to experiment with different characters and backgrounds, and to test their animations regularly. The course gradually builds up complexity, culminating in a final project where students create their own animated story. Teachers should emphasise the importance of planning and refining their projects for the best results.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course involves guiding students through the fascinating world of circuits using Snap Circuits. Each week, you'll introduce new concepts, from understanding electricity and switches to exploring motors, LED lights, and phototransistors. The hands-on nature of the course requires you to ensure students understand the function and placement of each component. Encourage exploration and experimentation after each lesson to reinforce learning. Safety is paramount, so ensure all components are handled correctly.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
Snap Circuits are hands-on learning kits designed to teach students about electronics and circuit design in an intuitive and interactive way. These kits consist of various electronic components like resistors, switches, motors, and speakers that snap together on a plastic grid—no soldering required.
Each kit comes with easy-to-follow instructions that guide students through the construction of working circuits to create projects like radios, alarms, and doorbells. This practical approach helps students understand the basics of electrical circuits and the functionality of different components by seeing and modifying the circuits they build.
Snap Circuits are durable, reusable, and expandable, making them an ideal resource for classroom settings. They foster critical thinking, problem-solving, and creativity, providing a foundational understanding of electrical engineering concepts through engaging, real-world applications.
2 week course @ 1 hour per week
This course is designed to introduce students to the world of coding. The first week focuses on the basics of coding, using everyday examples and an instructional game to reinforce the concept. The second lesson introduces Scratch, a coding platform, and guides students through creating their first project. The second week builds on this knowledge, teaching students how to create a dance party animation with a cat and a bat. Teachers should encourage active participation, creativity, and practice throughout the course.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course guides students through the basics of coding using Scratch, with a focus on creativity and project-based learning. Each week, students will create a new project, learning key coding concepts and Scratch tools along the way. Teachers should ensure students understand each step before progressing, encourage creativity and experimentation, and provide assistance as needed. The course concludes with a group project, fostering teamwork and idea generation.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course introduces students to game design using MakeCode Arcade. Teachers should familiarise themselves with the platform and guide students through creating various games, including 'Avoid the Enemy', 'Cherry Collection', and 'Beat The Clock'. Encourage creativity and exploration, and ensure students understand key concepts like sprite creation, game loops, and collision detection. The course culminates in a group project where students brainstorm and create their own games.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
Introduce your students to the world of microbits, pocket-sized programmable computers. Guide them through creating a new project, navigating the project editor, and writing their first piece of code. Encourage hands-on learning as they experiment with displaying messages, reacting to button presses, and showing a happy face. In subsequent lessons, they will create emojis, program a dice, measure temperature, learn about compass sensors, create animations, make music, and finally, brainstorm and execute their own microbit project.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
2 week course @ 1 hour per week
This course provides an engaging introduction to coding, aimed at beginners. The first week focuses on the basics of coding and introduces Scratch, a block-based visual programming language. Teachers should ensure students create their Scratch accounts for hands-on experience. The second week dives into practical application, with students creating a Paddle Ball Game. Encourage creativity and problem-solving skills as students navigate through the process. Prior knowledge of coding is not required, making this course perfect for those new to the subject. The course is designed to be interactive and fun, sparking students' interest in coding.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course involves teaching students to create interactive games and projects using Scratch. The lessons cover a range of topics, from controlling sprites and implementing game logic, to using variables, creating clones, and adding sound effects. Teachers should familiarise themselves with the Scratch platform and be prepared to guide students through each step of the project creation process. Encourage creativity and problem-solving, and ensure students understand each concept before moving on. Celebrate their final creations and encourage further exploration of Scratch's features.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course introduces students to game design using MakeCode Arcade, a user-friendly tool for creating arcade games. Teachers should familiarise themselves with MakeCode Arcade and guide students through creating various games, from simple sprite control to complex maze navigation. Encourage creativity, problem-solving, and teamwork throughout the course. The final module allows students to brainstorm and create their own game, fostering a sense of achievement and showcasing their newly acquired skills.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course introduces students to the world of microbits, pocket-sized programmable computers. Teachers will guide students through creating projects, writing code, and using various features of the microbit. The course is hands-on, encouraging students to experiment and learn through doing. Teachers should ensure students handle the microbits carefully, particularly when using them as pedometers. The course culminates in a group project, fostering creativity and teamwork.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
2 week course @ 1 hour per week
This course provides an engaging introduction to coding, aimed at beginners. The first week focuses on the basics of coding and introduces Scratch, a block-based visual programming language. Teachers should ensure students create their Scratch accounts for hands-on experience. The second week dives into practical application, with students creating a Paddle Ball Game. Encourage creativity and problem-solving skills as students navigate through the process. Prior knowledge of coding is not required, making this course perfect for those new to the subject. The course is designed to be interactive and fun, sparking students' interest in coding.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course guides students through creating interactive games and animations using Scratch, a visual programming language. Teachers should prepare to guide students through each project, encouraging experimentation with code. Some lessons require specific resources, such as uploading images, and are not suitable for tablets or iPads. The course covers a range of programming concepts, including controlling movements, creating clones, detecting collisions, and using variables.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course will guide teachers through an engaging exploration of microbits, pocket-sized programmable computers. Teachers will introduce students to coding, creating projects, and programming microbits to display messages, play melodies, and respond to movement. Subsequent lessons will involve designing games, creating an alarm system, designing a weather station, and even turning a microbit into a pet. Teachers should ensure students understand the utility of variables, functions, and conditionals, and encourage experimentation with different blocks from the toolbox.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
8 week course @ 1 hour per week
This course guides students through the creation of various games using MakeCode Arcade. Each lesson is hands-on and interactive, allowing students to learn by doing. Teachers should ensure students understand each step before moving on, and encourage experimentation with the code to add new features to the games. The course concludes with a 'Brainstorming Blast' lesson where students brainstorm and create their own projects, fostering creativity and teamwork.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course explores the exciting world of electronics and light, using Microbit and LED strips. Teachers will guide students through creating colourful displays, sound-activated lights, visual thermometers, and even a precision game. The course encourages creativity, problem-solving, and teamwork, with students brainstorming and implementing their own Microbit projects. Teachers should ensure students understand each step and concept before progressing, and provide assistance during the project creation stages.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
2 week course @ 1 hour per week
This course provides an engaging introduction to coding, aimed at beginners. The first week focuses on the basics of coding and introduces Scratch, a block-based visual programming language. Teachers should ensure students create their Scratch accounts for hands-on experience. The second week dives into practical application, with students creating a Paddle Ball Game. Encourage creativity and problem-solving skills as students navigate through the process. Prior knowledge of coding is not required, making this course perfect for those new to the subject. The course is designed to be interactive and fun, sparking students' interest in coding.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course guides students through the exciting world of digital creation using Scratch. From creating a language translator to programming an autonomous car, students will gain a comprehensive understanding of coding principles. Each lesson is interactive and hands-on, fostering creativity and problem-solving skills. Teachers should familiarise themselves with Scratch and be prepared to guide students through each project, encouraging experimentation and reinforcing the importance of practice in mastering coding.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course introduces students to the world of microbits, pocket-sized programmable computers. Teachers should prepare to guide students through creating projects, writing code, and programming their microbits to perform various tasks. The course encourages critical thinking and creativity, with lessons ranging from creating a 'Bop It' game to a Seismic and Meteorological Station. Teachers should ensure students understand the coding concepts and provide assistance as needed.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
8 week course @ 1 hour per week
This course guides students through advanced game development using MakeCode Arcade. Teachers should ensure students understand key concepts such as sprites, coordinates, and coding effects. Encourage creativity and problem-solving as students create a variety of games, including arcade, platform, and space-themed games. The course concludes with a group project, promoting teamwork and creativity. Remember to provide assistance as needed and facilitate constructive feedback during project presentations.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
8 week course @ 1 hour per week
This course explores the exciting world of electronics and light, using Microbit and LED strips. Teachers will guide students through creating colourful displays, sound-activated lights, visual thermometers, and even a precision game. The course encourages creativity, problem-solving, and teamwork, with students brainstorming and implementing their own Microbit projects. Teachers should ensure students understand each step and concept before progressing, and provide assistance during the project creation stages.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The Adafruit NeoPixel LED Strip is a flexible, programmable strip of individually addressable RGB LEDs. Each LED can be controlled separately to display a wide range of colors and patterns.
Ideal for creative and educational projects, these strips can be used to teach students about coding, electronics, and design. By using platforms like Microbits or Arduino, students can program the LED strip to create custom lighting effects, interactive displays, or even simple animations. Perfect for classroom activities, the NeoPixel LED Strip provides a vibrant and engaging way to explore technology and creativity.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
8 week course @ 1 hour per week
This course guides students through the process of designing and building future technologies, starting with assembling and programming traffic lights using a Microbit Traffic Lights Kit. Students will then create a traffic light reaction game, a pedestrian crossing simulation, and a Move Motor Sensor Car. They will learn to program the car to follow a line track, use ultrasonic sensors, and be controlled by a Microbit remote. The course concludes with a lesson on coding a set of traffic lights and a robot car to communicate. Teachers should ensure they are familiar with the MakeCode editor, Microbit, and the various extensions used throughout the course.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
The BBC microbit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.
The board measures 4 cm × 5 cm and has a processor, accelerometer and magnetometer sensors, Bluetooth and USB connectivity, a display consisting of 25 LEDs, two programmable buttons, and can be powered by either USB or an external battery pack.
The list of things you can program the Microbit to do is nearly endless. You can program the buttons, LEDs and different sensors to create games and turn the Microbit into things like a pedometer, a compass or even a musical instrument.
Microbits can be purchased from a number of online retailers and can be purchased with and without a USB cable and battery pack. They can also be purchased in bulk from some retailers.
Online retailers
The Move Motor Car is a versatile, programmable vehicle that is powered and controlled by the micro:bit, a pocket-sized computer.
This car has motorized wheels and a variety of sensors, allowing students to create and test different robotics and coding projects. By connecting a micro:bit to the car, students can use the MakeCode platform to program the vehicle's movements, speed, and responses to sensor inputs. This provides an engaging and hands-on way for students to learn about coding, robotics, and engineering concepts.
Whether it's navigating through a maze, following a line on the ground, or responding to obstacles, the Move Motor Sensor Car offers endless opportunities for creativity and problem-solving. Perfect for classroom activities, it allows students to explore STEM concepts in an interactive and enjoyable way.
A Phillips screwdriver is a hand tool with a cross-shaped tip, designed to drive screws with a matching recessed cross or "Phillips" head. It's commonly used in a wide range of applications, including assembly and repair of appliances, electronics, and furniture. Essential for many classroom projects, it helps students learn practical skills and safely connect components.
8 week course @ 1 hour per week
This course explores the fascinating world of artificial intelligence (AI), starting with an introduction to AI models, their types, applications, and limitations. Students will gain hands-on experience creating image and pose models using Google's Teachable Machine, and applying these models in interactive games using Scratch. The course culminates in a project where students conceptualise, plan, and build their own AI Scratch project, applying their newfound knowledge and skills. Teachers should familiarise themselves with the tools and concepts, and be prepared to guide students through each step, encouraging creativity and problem-solving throughout.
To do this module, students will need to use one of these devices. If necessary, students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
iPads and tablets are versatile, portable computing devices that offer a wide range of educational applications in the classroom. Featuring touch-sensitive screens ranging from 7 to 13 inches, these devices allow students and teachers to interact directly with content through touch, swipe, and voice commands.
The equipment listed below is used in several lessons throughout this course. Please note that these items can be shared among students if necessary.
Students can use any of the following devices to access and use the Digital Skills Curriculum:
No you don't need to install any software. Students view the modules and lessons of the curriculum using a web browser.
The Digital Skills Curriculum costs the following per student for a full school year:
Yes, not every school has one device per student and in those cases students can work in groups (ideally in a group of 2 or 3 students) and use one device between them.
Some of our digital skills curriculum modules require additional equipment to enhance the learning experience. These modules are designed to engage students with hands-on activities that complement the digital skills being taught. If your school does not have the necessary equipment, we can provide it for an additional cost. Please contact us for a detailed list of required equipment and associated pricing to ensure your students have everything they need for a comprehensive learning experience.
No prior coding experience is required to use the Digital Skills Curriculum. It's designed to be accessible and engaging for beginners and advanced learners alike.
At the beginning of grade there's an optional introduction module that's for beginner students. This introduces them to coding & digital skills and ramps them up so they can continue with the main modules of that grade.
No you don't need to do all the modules.
Schools can decide how much they want to do. Some schools might just do one module in the school year whilst others have more regular digital skills classes and do all three modules.
Many schools face this challenge, and our curriculum and platform are designed to accommodate mixed-age or split classes.
You have a few options for how to use the curriculum, depending on what works best for your students:
Additionally, if some students progress quickly, they can always move on to the next level of modules as needed.
Yes, the Digital Skills Curriculum is covered by the government school book scheme. This scheme, which has been expanded to include all Junior Cycle and primary school students, ensures that schoolbooks and core classroom resources are provided free of charge
"Using the 123 Code Digital Skills Curriculum has been a game-changer for my classroom. It makes coding fun and accessible for all students, and the progress tracking tools help me identify and address learning gaps quickly. Thanks to 123 Code, my students are not just learning to code - they're becoming confident problem-solvers and critical thinkers."
Teacher, Castle Park School
"Integrating the 123 Code Digital Skills Curriculum at Oatlands College has transformed the way my students learn. They genuinely enjoy the engaging content, and it has significantly simplified my life as a teacher. The platform's format and level are perfectly tailored to their needs, and I'm excited about the fantastic topics prepared for the future. With this platform, I no longer have to spend my summers worrying about lesson planning. It's been an incredible experience for both my students and me!""
Teacher, Oatlands College