We use cookies on this website to enhance your experience. For more information, visit our cookie policy.
X
We haven't seen you in the last 19 minutes, so we will log you out of your Barefoot account in the next few seconds unless you click Stay logged in below.
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 predict, run and investigate the sample program. They modify the sample and make their own program.
Learn about selection by making a Maths quiz which allows the program flow to change depending on the player’s answers.
Learn to use variables in Scratch to make a scoring system for the quiz they made in the Maths Quiz Selection activity.
Design a game and create artwork for background and character. Write and debug code and present and evaluate games.
Learn why variables are needed, how they are created, how they store data and use it by a computer program as it runs.
Pupils program an animation of a Viking raid in Scratch, learning about the importance of sequencing commands.
Pupils create an animation of a poem using Scratch, focusing on decomposition.
Pupils are challenged to detect and correct (debug) the error in a number of water cycle programs in Scratch.
Create a Scratch simulation of Earth orbiting the Sun. Pupils abstract by deciding what the most important aspects are
Programming activities using the micro:bit, a pocket sized computer with a range of inputs and outputs.
Program the micro:bit to act as a counting device, using variables to store data and investigate litter around school.
Pupils act as digital devices in a human model of the internet and the WWW, passing data between each other.
Activities to support the processes of gathering, organising and analysing different kinds of data.
Five activity plans covering the collection of, analysis and evaluation of data with pizza as the theme.
Pupils act out the traditional farmer, chicken, fox and corn problem, developing their logical reasoning skills.
Create simple models from modelling dough or draw quick sketches for a partner to guess what they are representing.
Pupils spot patterns in pairs of similar recipes to identify common steps that they can reuse in new recipes.
Explain rules for number sequences, extending knowledge of simple rule-based algorithms and using logical reasoning.
An unplugged activity in which pupils work in pairs using logical reasoning to solve puzzles.
Cross curricular activities based around a range of themes including current affairs and other relevant topics.
Plan, film and edit a persuasive video about the climate crisis. combining video footage, text, images and audio.
Pupils create digital illustrations of their favourite book characters using a digital drawing application.
Pupils are challenged to create websites to promote para sports and the athletes competing.
This unit of six lessons introduces pupils to how computers were used as code-cracking devices in World War II.
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!