
Use this interactivity to sort out the steps of the proof of the formula for the sum of an arithmetic series. The 'thermometer' will tell you how you are doing

Explain why, when moving heavy objects on rollers, the object moves twice as fast as the rollers. Try a similar experiment yourself.

Try ringing hand bells for yourself with interactive versions of Diagram 2 (Plain Hunt Minimus) and Diagram 3 described in the article 'Ding Dong Bell'.

How efficiently can various flat shapes be fitted together?

More Logo for beginners. Now learn more about the REPEAT command.

Learn to write procedures and build them into Logo programs. Learn to use variables.

Write a Logo program, putting in variables, and see the effect when you change the variables.

What happens when a procedure calls itself?

Make some celtic knot patterns using tiling techniques

This package contains hands-on code breaking activities based on the Enigma Schools Project. Suitable for Stages 2, 3 and 4.

As part of Liverpool08 European Capital of Culture there were a huge number of events and displays. One of the art installations was called "Turning the Place Over". Can you find our how it works?

Learn how to draw circles using Logo. Wait a minute! Are they really circles? If not what are they?
Draw whirling squares and see how Fibonacci sequences and golden rectangles are connected.

Turn through bigger angles and draw stars with Logo.
A description of how to make the five Platonic solids out of paper.

Exploring balance and centres of mass can be great fun. The resulting structures can seem impossible. Here are some images to encourage you to experiment with non-breakable objects of your own.

This is the second in a twleve part introduction to Logo for beginners. In this part you learn to draw polygons.

Can you puzzle out what sequences these Logo programs will give? Then write your own Logo programs to generate sequences.

More Logo for beginners. Learn to calculate exterior angles and draw regular polygons using procedures and variables.
You will need an assistant, a witness and an ordinary deck of cards.
Logo helps us to understand gradients of lines and why Muggles Magic is not magic but mathematics. See the problem Muggles magic.

This part introduces the use of Logo for number work. Learn how to use Logo to generate sequences of numbers.