Resources and Strategies for the Classroom Many learning outcomes across all 3 strands can be achieved through a blended pedagogy of group activities with guided exploration and creative problem solving. Suggestions on how to use this resource This resource aims to primarily support the learning outcomes around Computers and society, and the evolution of computers in society, in strand 1, and also the core concept of Computer systems in strand 2. The resources and strategies provided are intended mainly for the teacher to use in the classroom. They can be used in the context of an Applied learning task (ALT) or simply as classroom strategies to engage students in wider ethical and cultural questions. They are not prescriptive and the concepts do not have to be taught in the order they are presented. Teachers will discover many other ways of helping their students achieve the learning outcomes. Much of the learning around computers and society and the direction of technological development can be facilitated by teachers with classroom techniques, such as Power of Persuasion, Think-Pair-Share-Snowball and Stimulate a Debate, which are described within this resource. There are also design and development activities, plus ideas for other suitable activities. The resource itself, with guidance and differentiation from the teacher, can be used as a learning platform by students. Material that is suitable for Higher Level only is indicated by an orange bar to the side. The evolution of computers in society is outlined below. Each development in the evolution is used as a platform to study subsequent related developments. In this sense the learning outcomes can be achieved in an iterative and non-linear fashion.