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Welcome to a new area of the Barefoot website, designed to simplify the process of finding resources. Activities are organised by age phase, making it easier to search by the specific age group you teach. Within each age group, you will find activities grouped further by areas of the curriculum or theme. We hope that this organisation of activities helps streamline the search for relevant resources, enabling you to locate materials you need easily.
These activities are based around Scratch, a visual block-based programming language, where programs are built up by dragging together command blocks.
Pupils collect data to investigate their school’s carbon emissions and program an animation in Scratch to share their findings.
Pupils tinker with Scratch to find out what it does and how to create programs in it.
Pupils look at logical reasoning to predict what sequences of commands do, and then program them.
Pupils program animations showing fossil formation, learning to implement algorithms as code, and sequencing commands.
Pupils explore how an accessibility tool created in Scratch Jr can help a child with visual impairment.
Pupils design algorithms to draw patterns made of repeating shapes before programming them in Scratch.
Pupils create classroom sound monitors to take information from an input sensor, and alter the output of the program
Programming activities using the micro:bit, a pocket sized computer with a range of inputs and outputs.
Pupils program the micro:bit’s LEDs to display a simple animation inspired by wildlife and using repetition commands.
Learn how to implement algorithms as code through the Kodu programming environment.
Pupils design and create a simple game in Kodu and play and evaluate each other’s games.
Pupils tinker with Kodu to find out about this programming language.
A collection of activities designed to introduce pupils to the basics of computer networks, including key parts of the system.
Pupils go on a hunt around school to discover, and map the location of, devices connected to their school’s network.
Pupils learn about output devices and create a program to control a LEGO Education WeDo motor using Scratch.
An investigation of different input devices, where pupils create programs using device inputs in their code.
Pupils learn about the basics of how search engines use web crawlers to index the World Wide Web (WWW).
An unplugged activity where pupils learn about the main factors which influence how a search engine ranks a web page.
Activities to support the processes of gathering, organising and analysing different kinds of data.
Pupils identify data to collect, to investigate whether they are as fast as a professional athlete.
An unplugged activity in which pupils create sequences of movements, breaking actions down into parts.
Pupils spot patterns in pairs of similar recipes to identify common steps that they can reuse in new recipes.
Pupils follow an algorithm which will include errors and use logical reasoning to detect and correct these.
Pupils act out the traditional farmer, chicken, fox and corn problem, developing their logical reasoning skills.
Cross curricular activities based around a range of themes including current affairs and other relevant topics.
Pupils create a stop motion animation to highlight the impact of plastics in the ocean as part of the climate crisis.
Pupils are challenged to create a digital poster in Canva to promote para sports and the athletes competing.
Pupils create digital illustrations of their favourite book characters using a digital drawing application.
Short, fun activities designed to teach pupils problem-solving skills such as algorithms, decomposition and patterns
Know an Early Years teacher who could use a helping hand? Share our free resources with them!