ABSTRACT

To be successful at computing, pupils should be able to design, write and debug programs that accomplish specific goals. However, information and communication technology is beginning to develop a much broader remit and computing is now a more ambitious subject that allows for invention and resourcefulness. The activity is designed to promote and facilitate the learning experience by providing the conditions for intervention rather than providing ready-made knowledge. A design and make activity which both exploits the natural links between and computing and provides a cross-curricular structure that underpins the values of both subjects is ideal for teaching creatively. A product that incorporates movement and light, and also requires the planning and implementation of a control system, guarantees that computers and digital devices are an integral part of the whole process. An open-ended approach has many benefits when aiming for a creative output, but it should also be recognised that it may have some limitations.