Resources by ESERO-UK
Displaying 61 - 70 of 209
James Webb Space Telescope: Investigating How Freezing Affects Materials
In this resource children investigate how the properties of different materials change when they are frozen. The two activities are based on a challenge scientists and engineers had when designing the James...
James Webb Space Telescope: Keeping Things Cold
In this activity children learn about how the James Webb Space Telescope is designed to keep itself cold. They find out about the sunshield and how it works then explore how they can keep cold things cold, when...
James Webb Space Telescope: Vibration Design Testing
Aimed at upper primary learners this resource provides a design and technology activity based on the challenges engineers and space scientists faced whilst working on the creation of the telescope. Children...
Joanne Wheeler - Space Lawyer
Joanne uses her skills and knowledge to advise satellite operators on the legal aspects of launching and operating a satellite in space. With the growth of more commercial satellite companies there is a demand for more lawyers to advise and write the rules governing space activities across the globe.
There...
Karsten Spaans - Scientific Researcher
Karsten works at the University of Leeds as a scientific researcher, in the School of Earth and Environment. He uses images taken by satellites to look the movement of structures such as railways, roads and gas lines. He also examines the movement of the Earth due to volcanic eruptions and earthquakes. ...
Lesson 1 - What is an algorithm
In this activity children learn what an algorithm is and explore what makes good instructions for an algorithm. They work as a team to create their own algorithms to guide each other across a grid of squares avoiding set obstacles. The activity uses the context of Mars exploration, as they role-play the ExoMars...
Lesson 2 - Creating and debugging algorithms
In this activity children create an algorithm or a sequence of instructions. They test and debug their algorithms and refine them to improve how well they work. Working together they play a game, instructing the ExoMars rover, Rosalind Franklin, to reach the drilling station, avoiding crashing into other rovers....
Lesson 3 - Flow charts and decisions
In this activity children use and create flow charts and are introduced to the idea of loops to repeat instructions. The activity uses the context of Mars exploration, with children using their instructions to help guide the ExoMars rover across the surface of Mars.
This activity has been provided by ESERO-...
Lesson 4 - Communicating images
In this activity children explore how images are stored and communicated by computers (including robots and rovers). They learn how a picture is made up of pixels and how each pixel is coded for by a number code, which is then converted into an image. Children learn about Binary code and how it is used to represent...
Lesson 5 - Decision trees
In this activity children are introduced to decision trees and their use in computing algorithms. Working together they consider how a decision tree might support the navigation of the ExoMars rover searching for a suitable place to drill. They then role-play the rover and follow the decision tree instructions,...