Subjects
Browse every topic from class 1 to class 12, or search for one directly. If you would rather be told what to study next, follow a guided path instead.
- Topics
- 111
- Subjects
- 15
- Guided paths
- 15
- Animated labs
- 48
Pick a subject
Every subject, each with its own route through
Input & Output
How you talk to a computer, and how it answers back.
6 topicsAnimatedSort & Pixels
How computers group data, spot patterns and draw pictures.
6 topicsAnimatedSafe Computing
Kind, careful habits every young computer user needs.
6 topicsAnimatedGetting Started
Tell the robot exactly what to do.
8 topicsAnimatedPatterns
Spot the repeat, guess what comes next.
9 topicsAnimatedMaps and Grids
Read the map, plan the route.
9 topicsAnimatedEveryday Plans
Recipes, routines and rules you already follow.
9 topicsAnimatedScreen Habits
Kind, careful and rested online.
9 topicsAnimatedInside the Machine
Two symbols, a few switches, then a whole processor.
6 topicsAnimatedThe Internet
What really happens when you tap a link.
6 topicsAnimatedOnline Safety
Spot tricks, protect passwords, choose wisely.
6 topicsAnimatedProblem Solving
Break it down, trace it, fix it.
6 topicsAnimatedDigital Media
Screens and speakers are numbers too.
6 topicsAnimatedAI Basics
Tokens, guesses and honest limits.
6 topicsAnimatedData & Algorithms
Watch the data structure move.
13 topicsAnimated
First computer ideas
Picture-led computing for ages 5 to 7: input and output, sorting data, pixels and patterns, and safe habits online. Every activity links to how a real computer works.
Computer Input and Output
How you talk to a computer, and how it answers back.
- 1Bright ScreenClass 1 to 2BeginnerA computer screen lights up and shows pictures when the device is on.10 min
- 2Tap a ButtonClass 1 to 2Beginneranimated labTap one picture on screen to send input and match the big picture.10 min
- 3Mouse or FingerClass 1 to 2BeginnerUse a finger or a mouse to send input and point at things on screen.10 min
- 4On and OffClass 1 to 2BeginnerA computer device wakes up and sleeps when you use the power button.10 min
- 5Picture and SoundClass 1 to 2BeginnerA computer screen shows pictures while speakers play sound from the same data.10 min
- 6When the Screen Surprises YouClass 1 to 2BeginnerShow surprising things on a computer screen to someone you trust.10 min
Sort, Pattern and Pixels
How computers group data, spot patterns and draw pictures.
- 1Same and DifferentClass 1 to 2BeginnerOn screen, some picture data matches and some data is different.10 min
- 2Red, Blue, YellowClass 1 to 2Beginneranimated labSort coloured circles on screen into the right data buckets.10 min
- 3Big and Small on ScreenClass 1 to 2BeginnerCompare big and small picture data on a computer screen.10 min
- 4Shapes on the ScreenClass 1 to 2Beginneranimated labCircles and squares are shape data that a computer draws on screen.10 min
- 5Copy a PatternClass 1 to 2Beginneranimated labRed blue red blue on screen. Copy the repeating pattern data.10 min
- 6Color a PictureClass 1 to 2Beginneranimated labTap pixel squares on screen to fill a tiny picture with colour data.10 min
Safe Computing
Kind, careful habits every young computer user needs.
- 1Grown-Up NearbyClass 1 to 2BeginnerStay where a trusted grown-up can see your computer screen.10 min
- 2Gentle TapsClass 1 to 2BeginnerTap and click softly on screen. A computer device is not a toy to throw.10 min
- 3Kind FacesClass 1 to 2Beginneranimated labPick kind emojis and words when you communicate on a computer screen.10 min
- 4Ask Before You ShareClass 1 to 2BeginnerAsk a grown-up before sharing photo data or your name online.10 min
- 5Take Turns on ScreenClass 1 to 2BeginnerOne person uses the device, then the next. Fair turns on the computer screen.10 min
- 6My Screen RulesClass 1 to 2Beginneranimated labThree simple rules for using a computer safely with your family.10 min
Getting started
A computer is a machine that follows instructions exactly. Start with robot plans and patterns, then try maps, daily routines and kind screen habits. No typing needed.
Computers Without Code
Tell the robot exactly what to do.
- 1What Is a Computer?Class 3 to 5BeginnerA computer is a machine that takes something in, does work on it, and gives something back. Your tablet, a traffic light and a calculator all count.15 min
- 2Where Work GoesClass 3 to 5BeginnerSome work stays only while the power is on. Some work is saved so you can open it tomorrow. Knowing the difference stops you losing homework.15 min
- 3Exact InstructionsClass 3 to 5Beginneranimated labA computer does what you said, not what you meant. Write steps so clear that a robot could follow them without guessing.20 min
- 4Fix the PlanClass 3 to 5Beginneranimated labWhen the robot bumps a wall, the machine was not naughty. One step in the plan was wrong. Learn to find it calmly.18 min
- 5Repeating StepsClass 3 to 5Beginneranimated labWhen the same steps happen again and again, write them once and say how many times to repeat. That is a loop.20 min
- 6Making ChoicesClass 3 to 5Beginneranimated labSometimes the next step depends on what you see. If there is a marker, turn left; otherwise go forward. That is a choice.20 min
- 7Putting Things in OrderClass 3 to 5Beginneranimated labSort a messy pile by comparing two items at a time and swapping when the left one is bigger. That is how computers order lists too.20 min
- 8Teach a FriendClass 3 to 5BeginnerThe best way to check you understand a plan is to teach it. Explain input, work and output, then walk someone through the robot lab without skipping steps.15 min
Patterns and Predictions
Spot the repeat, guess what comes next.
- 1Clap and Copy PatternsClass 3 to 5BeginnerPatterns repeat in a steady order. Clap along, copy the rhythm, and notice when something breaks the beat.15 min
- 2What Comes Next?Class 3 to 5BeginnerWhen you know the repeat unit, you can predict the next step. Look at the start and finish the pattern in your head.15 min
- 3AB Patterns on PaperClass 3 to 5BeginnerLetter names like A and B make patterns easy to write. A-B-A-B on paper is the same idea as clap-stamp-clap-stamp.15 min
- 4Growing PatternsClass 3 to 5BeginnerSome patterns get bigger each time instead of repeating the same size. One dot, then two, then three is a growing pattern.15 min
- 5Pattern or Random?Class 3 to 5BeginnerNot every line of shapes follows a rule. Learn to tell steady patterns apart from random mixes with no repeat.15 min
- 6Find the Missing PieceClass 3 to 5BeginnerA blank box in the middle of a pattern is a puzzle. Use the rule before and after the gap to find what belongs there.15 min
- 7Patterns in NatureClass 3 to 5BeginnerStripes on animals, petals on flowers, and shells in spirals show patterns outdoors. Nature repeats rules without using paper.15 min
- 8Patterns in SongsClass 3 to 5BeginnerSongs use repeating beats and choruses. Tap the rhythm, hum the refrain, and hear the pattern loop again.15 min
- 9Make Your Own PatternClass 3 to 5Beginneranimated labYou know how to copy, predict, and fix patterns. Now invent one, test it on a friend, and improve the rule.15 min
Maps, Grids and Directions
Read the map, plan the route.
- 1Forward, Back, Left, RightClass 3 to 5BeginnerFour words tell a robot or a friend which way to move. Learn what each direction means and why facing matters before you step.15 min
- 2Read a Simple MapClass 3 to 5BeginnerMaps use symbols instead of long sentences. Learn what a path, a wall, a start, and a goal look like so you can plan before you move.15 min
- 3Treasure on a GridClass 3 to 5Beginneranimated labA treasure sits on a grid and you write the steps to reach it. Use the robot lab to test whether your plan matches the map in your head.15 min
- 4Fewer Steps to the GoalClass 3 to 5Beginneranimated labMany paths can reach the same treasure. A better route uses fewer moves. Compare plans and pick the shorter one.15 min
- 5Obstacles on the MapClass 3 to 5Beginneranimated labWalls, rocks, and water block your path. Read the map, plan around obstacles, and test a route that never bumps.15 min
- 6Turn and Face a DirectionClass 3 to 5Beginneranimated labBefore you move, you must face the right way. Practise turns so your forwards aim down the path, not into a wall.15 min
- 7Give Directions to a FriendClass 3 to 5BeginnerA friend can pretend to be a robot. You write the steps; they follow exactly. This shows how clear your directions really are.15 min
- 8Landmarks Help You NavigateClass 3 to 5BeginnerBig trees, fountains, and doorways are landmarks. Use them as signposts so you know where you are and which way to turn next.15 min
- 9Plan a RouteClass 3 to 5Beginneranimated labPut everything together: read the map, spot obstacles and landmarks, count a short safe path, and test it in the route lab.15 min
Everyday Algorithms
Recipes, routines and rules you already follow.
- 1A Recipe Is a PlanClass 3 to 5BeginnerA recipe is a numbered list of steps in order. Mix them up and the cake might never bake. Good plans say one clear action per step.15 min
- 2Morning Routine OrderClass 3 to 5BeginnerYour morning is already a plan. Brush teeth before breakfast or after? Put the steps in an order that always gets you to school on time.15 min
- 3Pack a Bag PlanClass 3 to 5BeginnerPacking is a checklist algorithm. Heavy books go in first, fragile lunch on top. A good plan means you never forget homework on the kitchen table.15 min
- 4Draw a Shape Step by StepClass 3 to 5BeginnerDrawing a square is an algorithm too. Four lines, four turns, done. Change one step and you get a triangle or a mess.15 min
- 5Clean Your Room in StepsClass 3 to 5BeginnerA messy room feels huge until you split it into zones. Floor first, then desk, then bed. Small zones beat one vague step that says clean everything.15 min
- 6Fair Sharing StepsClass 3 to 5BeginnerSharing fairly is an algorithm with rules. Deal one each, then another round, until the pile is gone. Compare plans so nobody gets shorted.15 min
- 7Game Rules Are AlgorithmsClass 3 to 5BeginnerHopscotch, tag and card games all run on step lists. Read the rules, follow the order, check the win condition. Change a step and you change the game.15 min
- 8When Steps Are in the Wrong OrderClass 3 to 5Beginneranimated labPut on shoes before socks and something feels wrong. Open the plan-order lab, watch a plan fail, then drag steps until inputs come before outputs.15 min
- 9Plan My WeekClass 3 to 5BeginnerCapstone: stitch recipes, routines, packing and chores into one weekly plan. Each day gets ordered steps, and the week is the biggest algorithm yet.15 min
Safe and Smart with Screens
Kind, careful and rested online.
- 1Screens Help and Screens TiredClass 3 to 5BeginnerScreens can help you learn and play, but your eyes and body need breaks. Notice when a screen feels helpful and when it feels too much.15 min
- 2Ask Before You ClickClass 3 to 5Beginneranimated labPop-ups, prize buttons, and mystery links are not always safe. Pause and ask a trusted grown-up before you tap something you do not recognise.15 min
- 3Kind Words OnlineClass 3 to 5BeginnerOnline words can cheer someone up or hurt their feelings. Start with the same kindness you would use in the playground.15 min
- 4Private vs Public InformationClass 3 to 5BeginnerSome facts are fine to share in a school newsletter. Others, like your home address or password, stay private with trusted adults only.15 min
- 5Photos Need PermissionClass 3 to 5BeginnerA photo is a copy of someone's face and body. Ask before you take it, share it, or tag someone who might not want to be online.15 min
- 6When to Tell a Grown-upClass 3 to 5BeginnerGrown-ups want to help when something online feels scary, mean, or too secret. Telling them is brave, not tattling.15 min
- 7Passwords Stay SecretClass 3 to 5BeginnerA password is a secret word that locks your account. Share it only with trusted adults who help you, never with friends or strangers in games.15 min
- 8Posts Can Be CopiedClass 3 to 5BeginnerStickers, jokes, and photos can be screenshotted and shared again. Think before you post, because copies can travel farther than you expect.15 min
- 9My Screen Time PlanClass 3 to 5BeginnerBring your habits together: when screens help, when to rest, when to ask, and how to stay kind. Write a simple plan with your family.15 min
Under the screen
Open the box: bits and logic inside the machine, then follow a search across the internet and learn passwords, phishing checks and kind behaviour online.
How a Computer Thinks
Two symbols, a few switches, then a whole processor.
- 1Bits & Binary NumbersClass 6 to 8Beginneranimated labFlip a light switch and you already know how computers count. See why machines use 0 and 1, where 255 keeps showing up, and what happens when a game score runs out of room.25 min
- 2Parts Inside a DeviceClass 6 to 8BeginnerA phone or laptop is not one magic chip. Screen, battery, storage and processor each do a job. Bits live and move between those parts.18 min
- 3Logic GatesClass 6 to 8Beginneranimated labThe three tiny decisions a computer can make, and the reason a processor with billions of parts contains nothing more complicated than these.25 min
- 4Building an AdderClass 6 to 8Beginneranimated labNobody taught the computer to add. Two gates per column, a carry travelling left, and arithmetic falls out of the wiring.30 min
- 5How the CPU Runs a ProgramClass 6 to 8Beginneranimated labFetch, decode, execute, repeat. One loop, a few billion times a second, and why your phone gets warm instead of getting faster.30 min
- 6Software UpdatesClass 6 to 8BeginnerApps and operating systems change after they ship. Updates fix mistakes, close security holes and sometimes add features you asked for.16 min
How the Internet Works
What really happens when you tap a link.
- 1What Happens When You Search?Class 6 to 8BeginnerA search looks instant, but your device sends a request, waits for answers, and shows a page built from many small pieces.15 min
- 2Wi-Fi at HomeClass 6 to 8BeginnerYour router is the doorway between home devices and the wider internet. Phones, laptops and consoles share that doorway.16 min
- 3Names and DNSClass 6 to 8Beginneranimated labHumans remember names like school.edu. Computers prefer number addresses. DNS translates names into numbers.18 min
- 4Packets and RoutingClass 6 to 8Beginneranimated labBig messages are split into small packets. Routers read addresses on each packet and forward them hop by hop.18 min
- 5Websites and HTTPSClass 6 to 8BeginnerHTTP is how browsers ask for pages. HTTPS adds a lock so strangers on the path cannot read your packets easily.18 min
- 6Cookies and RememberingClass 6 to 8BeginnerWebsites can leave tiny notes on your device so they recognise you next visit. Helpful for logins, risky if you forget they exist.16 min
Staying Safe Online
Spot tricks, protect passwords, choose wisely.
- 1Strong PasswordsClass 6 to 8Beginneranimated labA good password is long, hard to guess, and different for each account. A password manager can remember them for you.15 min
- 2Think Before You PostClass 6 to 8BeginnerA funny photo today can be searched years later. Pause before you share names, locations or jokes that punch down.15 min
- 3Spot a PhishClass 6 to 8Beginneranimated labPhishing messages rush you, scare you, or offer prizes. Pause, check the sender and link, and ask an adult when unsure.18 min
- 4Check the SourceClass 6 to 8BeginnerNot every headline online is true. Learn quick checks: who wrote it, where else it appears, and whether photos match the story.16 min
- 5App PermissionsClass 6 to 8Beginneranimated labApps ask to use your camera, location and contacts. Grant only what the app truly needs for its job.18 min
- 6Kind and Safe OnlineClass 6 to 8Beginneranimated labTreat people online as you would in the hallway. Block, report and tell an adult when someone is mean or scary.15 min
Building things
Split problems apart, see how pictures and sound become numbers, and learn what AI chatbots really do, with honest limits and school-friendly examples.
Think Like a Programmer
Break it down, trace it, fix it.
- 1Break Problems ApartClass 9 to 10BeginnerBig tasks feel impossible until you split them into small steps. Each step should be clear enough to do or check.18 min
- 2Boxes for ValuesClass 9 to 10BeginnerPrograms store numbers and words in named boxes called variables. Picture the box, read the label, watch the value change.16 min
- 3Trace a ProgramClass 9 to 10Beginneranimated labTracing means running code on paper: follow each line and write variable values in a table until the program stops.20 min
- 4Solve with BacktrackingClass 9 to 10Beginneranimated labTry a path forward. If you hit a dead end, go back to the last choice and try another option.20 min
- 5Test Small FirstClass 9 to 10BeginnerTry the tiniest example before the full homework. Two numbers before twenty. One maze corner before the whole map.15 min
- 6Plan Before CodeClass 9 to 10Beginneranimated labTen minutes of planning saves an hour of confused typing. Use lists, sketches and trace tables before you open an editor.15 min
Pictures, Sound and Files
Screens and speakers are numbers too.
- 1Pictures Are NumbersClass 9 to 10Beginneranimated labA digital photo is a grid of pixels. Each pixel stores numbers for red, green and blue brightness.18 min
- 2Mixing Light ColoursClass 9 to 10Beginneranimated labScreens mix red, green and blue light. Paint mixes differently on paper. Know which world you are in.16 min
- 3Screens and ResolutionClass 9 to 10Beginneranimated labResolution counts pixels across and down. More pixels in the same space look sharper; stretching fewer pixels looks blocky.18 min
- 4How Sound Is StoredClass 9 to 10Beginneranimated labMicrophones sample air pressure many times per second. Each sample is a number, and playing them back rebuilds the wave.18 min
- 5Video Is Many PhotosClass 9 to 10BeginnerVideo is a flipbook of still frames plus sound. Frames per second tells you how smooth motion looks.17 min
- 6Smaller FilesClass 9 to 10BeginnerCompression packs data into fewer bytes. Some methods shrink files without changing what you notice; others trade quality for size.18 min
How AI Guesses the Next Word
Tokens, guesses and honest limits.
- 1Text as TokensClass 9 to 10Beginneranimated labLanguage models read text as tokens, small pieces that may be whole words or parts of words. Limits count tokens, not pages.18 min
- 2Ask Clear QuestionsClass 9 to 10BeginnerChatbots answer better when you say who you are, what you need and how long the answer should be. Vague prompts get vague replies.16 min
- 3Guessing the Next WordClass 9 to 10Beginneranimated labA language model scores likely next tokens from patterns in training data. Many guesses in a row become a full answer.18 min
- 4How Models LearnClass 9 to 10BeginnerTraining shows the model billions of examples, adjusts its internal settings when guesses are wrong, and tests on new text.18 min
- 5When AI Is WrongClass 9 to 10BeginnerModels can sound sure while inventing facts or repeating bias. Check important answers and use AI as a helper, not a boss.18 min
- 6Use AI HonestlyClass 9 to 10BeginnerSchool rules about AI vary. Disclose help, cite your thinking and never hand in work you cannot explain.15 min
Deep computer science
Data structures, algorithms and the cost of a decision measured rather than asserted. The summit of the ladder, still taught with animations you control.
Data Structures & Algorithms
Watch the data structure move.
- 1Complexity & Big-OClass 11 to 12BeginnerBoard exams ask how fast an algorithm grows, not how many seconds your laptop took. Learn Big-O with charts you can step through, then use it to compare sorts and searches.25 min
- 2ArraysClass 11 to 12Beginneranimated labThe structure behind every list in your code: elements side by side, instant access by index, but costly to squeeze a new value into the middle.30 min
- 3StringsClass 11 to 12BeginnerAn array of characters with one extra rule in most languages: you cannot change it. That rule quietly turns innocent-looking loops into O(n²) code.30 min
- 4Linked ListsClass 11 to 12Beginneranimated labNodes scattered in memory, joined by a single forward pointer. Cheap to insert into, but you lose the ability to jump straight to position 5, and you can only ever move one way.35 min
- 5Doubly Linked ListsClass 11 to 12Beginneranimated labOne extra pointer per node buys a backward walk, an O(1) tail insert and deletion without a second traversal. It costs memory and a second write on every link change.30 min
- 6StacksClass 11 to 12Beginneranimated labLast in, first out. One end, three operations, and the structure behind undo, browser history and every function call your program makes.20 min
- 7QueuesClass 11 to 12Beginneranimated labFirst in, first out. Add at the back, remove from the front, the fairness structure behind print jobs, ticket systems and breadth-first search.20 min
- 8Trees & Binary Search TreesClass 11 to 12Intermediateanimated labA hierarchy with one rule that changes everything: smaller values left, larger values right. That rule turns searching into halving.40 min
- 9Graphs, BFS & DFSClass 11 to 12Intermediateanimated labNodes connected in any pattern at all, social networks, maps, dependencies, and the two traversals that explore them.45 min
- 10Sorting AlgorithmsClass 11 to 12Intermediateanimated labSix ways to sort a list, and why your exam cares which one you pick. Watch comparisons and swaps in the lab, then see O(n²) and O(n log n) pull apart on bigger inputs.45 min
- 11Searching: Linear & BinaryClass 11 to 12Intermediateanimated labChecking every element, against halving the problem each step. One million elements: a million comparisons, or twenty.35 min
- 12Recursion: Functions That Call ThemselvesClass 11 to 12IntermediateA function can call itself on a smaller piece of the problem. You need a base case that stops, or the stack overflows.30 min
