28 June 2026

What A Level Psychology Can Teach Us About Social Media, Sleep and Anxiety

 


Is Your Phone Training Your Brain?

What A Level Psychology Can Teach Us About Social Media, Sleep and Anxiety

There is a familiar scene in many homes.

A student sits down to revise. The textbook is open. The highlighters are ready. The notebook is neat, at least for the first ten minutes. Then the phone lights up.

One message.
One notification.
One quick check.

Before long, the revision session has become something else entirely. The student is not necessarily being lazy. They may genuinely want to work. But they are trying to revise while sitting next to one of the most powerful attention-grabbing devices ever created.

This is where A Level Psychology becomes very interesting.

Psychology is not just about unusual behaviour, famous experiments or exam essays. At its best, Psychology helps us understand ordinary behaviour: why we conform, why we compare ourselves with others, why we remember some things and forget others, why sleep matters, and why changing habits can be so difficult.

So, is your phone training your brain?

The answer is more interesting than simply saying “phones are bad”.


The Phone Is Not Just a Device

A phone is often described as a tool. That is true, but it is not the whole truth.

A phone is also a social space, a reward system, a source of information, a distraction machine, a camera, a diary, a messaging service, an entertainment centre, and sometimes a source of anxiety.

For young people, it can feel like the place where friendship happens. Group chats, Snapchat streaks, TikTok trends, Instagram messages and gaming communities are not separate from real life. They are part of real life.

That is why telling a teenager to “just put it away” often fails. To an adult, the phone may look like a distraction. To the teenager, it may feel like connection, status, entertainment, reassurance and belonging.

A Level Psychology gives students the language to explore this properly.

Instead of saying:

“Teenagers are addicted to their phones.”

Psychology encourages us to ask better questions:

  • What rewards are keeping the behaviour going?
  • What social pressures are involved?
  • Is the phone affecting sleep?
  • Is the student avoiding anxiety by scrolling?
  • Is social media causing distress, or are distressed students using social media more?
  • What is the difference between correlation and causation?

That is the value of Psychology. It slows down the argument.


Social Influence: Why We Check What Everyone Else Is Doing

One of the first areas students meet in A Level Psychology is social influence. This includes conformity, obedience, majority influence, minority influence and resistance to social pressure.

That might sound like something from a textbook, but it is happening every day on social media.

A teenager may not want to reply immediately to a group chat, but they may feel pressure to do so. They may not want to post a photo, but everyone else is posting. They may not even particularly like a trend, but joining in feels safer than standing apart.

This is normative social influence: the pressure to fit in and be accepted.

It is not always dramatic. It can be quiet and constant.

A student might think:

“If I don’t reply, they’ll think I’m ignoring them.”
“If I don’t know the joke tomorrow, I’ll be left out.”
“If everyone else is online, I should be too.”

This makes phone use much more complicated than simple willpower.

A useful classroom discussion might be:

Would you still use a social media app as much if no one could see whether you were online, whether you had replied, or whether you had liked something?

That question opens the door to a proper psychological discussion.


Memory and Attention: Why Revision and Notifications Do Not Mix

Students often believe they can revise while checking their phone.

They usually cannot.

That is not a moral failure. It is a limitation of attention and working memory.

Working memory is the mental space we use to hold and manipulate information. It is what a student uses when solving an algebra problem, balancing a chemical equation, learning a Psychology study, or planning an essay paragraph.

The problem is that working memory is limited.

Every interruption has a cost. A message does not just take five seconds. It breaks concentration, changes emotional state, and often leads to another thought:

“What did they mean by that?”
“Should I reply?”
“What if I miss something?”
“I’ll just check one more thing.”

By the time the student returns to revision, the brain has to reload the original task.

A practical demonstration is simple.

Ask a student to read a short Psychology paragraph in silence and then answer five questions. Then ask them to read a similar paragraph while being interrupted every 30 seconds by a harmless question or a simulated notification.

Most students immediately notice the difference.

They may still have been “working”, but the quality of attention has changed.

This is why one of the simplest revision strategies is also one of the hardest:

Put the phone in another room.

Not face down.
Not on silent beside the book.
Not “just for emergencies”.

In another room.

For many students, that one change improves revision more than buying another set of highlighters.


Sleep: The Hidden Part of Learning

When students struggle, they often look for a better revision timetable, better notes, better flashcards or better exam technique.

Sometimes the missing ingredient is sleep.

Sleep is not wasted time. It is part of learning. It helps with memory consolidation, emotional regulation and attention. A tired student is not just sleepy; they may be more irritable, more anxious, less focused and less able to retrieve information under pressure.

Phones can interfere with sleep in several ways.

There is the obvious problem of staying up too late. One video becomes ten. One message becomes a long conversation. One quick check becomes another hour awake.

But there is also the problem of emotional stimulation. A student may be physically in bed, but psychologically still in school, friendship drama, gaming, comparison, argument, entertainment or worry.

This matters.

A student who revises late into the evening, then scrolls until midnight, then sleeps badly, may feel that they are working hard but still underperforming. The problem may not be intelligence. It may be recovery.

A useful practical rule is:

The last half hour before sleep should not be the most stimulating part of the day.

That does not mean every teenager will happily give up their phone in the evening. But it gives parents and students a realistic starting point: reduce stimulation, reduce notifications, charge the phone away from the bed, and protect sleep as part of exam preparation.


Anxiety: Is Social Media the Cause or the Mirror?

The public debate about social media and anxiety often becomes too simple.

One side says social media is damaging young people.
Another side says young people have always worried and adults are exaggerating.

Psychology asks us to be more careful.

It may be true that some online experiences make anxiety worse. Social comparison, cyberbullying, appearance pressure, fear of missing out, and constant availability can all create stress.

But it does not automatically follow that screen time itself is the cause of anxiety.

This is where A Level Psychology students learn one of the most important ideas in research methods: correlation is not causation.

If anxious teenagers use social media more, there are several possible explanations.

Social media might increase anxiety.
Anxious teenagers might use social media more for reassurance or distraction.
A third factor, such as loneliness, school pressure or poor sleep, might influence both anxiety and phone use.

This is why good Psychology is cautious.

A headline might say:

“Social media linked to teenage anxiety.”

But a Psychology student should ask:

What kind of study was it?
How was anxiety measured?
How was phone use measured?
Was it self-report?
Was it longitudinal?
Did the study show cause and effect?
Were there individual differences?

That is not just exam technique. It is a life skill.


The Problem With “Screen Time”

Parents often ask: “How much screen time is too much?”

It is an understandable question, but it may not be the best question.

One hour spent video-calling a grandparent is not the same as one hour being bullied online.
One hour researching a school project is not the same as one hour comparing your appearance with edited images.
One hour creating music, coding, drawing or editing video is not the same as one hour of passive scrolling.

The number of hours matters, especially if it replaces sleep, exercise, homework or real-life relationships. But quality matters too.

A better question might be:

What is the phone use doing to the student?

Is it helping them connect?
Is it helping them create?
Is it helping them learn?
Is it helping them relax?

Or is it making them more distracted, more anxious, more tired and less confident?

That is the sort of question Psychology is good at asking.


The Reward System: Why Apps Are Hard to Ignore

Phones are designed to be checked.

Notifications, likes, comments, streaks, short videos and infinite scrolling all create repeated opportunities for reward.

The reward is not always large. Sometimes it is tiny: a message, a like, a funny clip, a new update, a small feeling of being noticed.

But small rewards can be powerful when they are unpredictable.

This is one reason students find phones hard to resist. They are not just choosing between “revision” and “distraction”. They are choosing between a difficult long-term reward and an easy short-term reward.

Revision gives the reward later.

The phone gives the reward now.

That is not an excuse, but it is an explanation. Once students understand the mechanism, they can start to design better habits.

For example:

  • Keep the phone away during deep revision.
  • Use a timer for focused work.
  • Check messages during planned breaks.
  • Turn off non-essential notifications.
  • Remove the most distracting apps from the home screen.
  • Charge the phone outside the bedroom.
  • Use another device, such as a laptop, for schoolwork where possible.
  • Make the desired behaviour easier and the distracting behaviour harder.

In Psychology terms, we are changing the environment so that the behaviour is easier to control.


A Personal Reflection From Teaching

In tuition, I often see students who are perfectly capable but cannot maintain concentration for long enough to show what they know.

This is especially obvious when working through exam questions.

A student may understand a topic when we discuss it aloud. They may be able to explain a concept, remember a study or identify the correct theory. But when they have to sit quietly, read the question carefully, plan an answer and write in a structured way, the attention demands become much greater.

That is where phones can become a hidden problem.

The issue is not always that the student is using the phone during the lesson. Sometimes it is the habit the phone has trained: fast switching, constant stimulation, shallow attention and discomfort with silence.

Exams require something very different.

Exams reward sustained attention.
They reward careful reading.
They reward planning.
They reward memory retrieval.
They reward resisting the urge to rush.

Those skills can be rebuilt, but they need practice.

One thing I often remind students is:

Revision is not just learning the subject. It is training the brain to sit with the subject for long enough to think properly.

That is difficult if every quiet moment is filled with a screen.


What A Level Psychology Students Can Learn From This

This topic is excellent for A Level Psychology because it connects so many parts of the course.

Social influence helps explain peer pressure, conformity and the need to belong.

Memory helps explain why interruptions damage revision.

Biopsychology can link to arousal, sleep, stress and the nervous system.

Clinical psychology and mental health help students think carefully about anxiety, mood and functioning.

Research methods help students judge whether claims are supported by evidence.

Issues and debates help students consider determinism, individual differences, cultural changes and the ethical responsibilities of technology companies.

A student who can write about phones, sleep and anxiety using proper psychological language is doing more than discussing social media. They are showing that they can apply Psychology to real life.

That is exactly what good A Level work requires.


Practical Advice for Students

Here are some realistic steps that can help.

1. Do the hardest work away from the phone

If you are writing an essay, learning studies, doing calculations or practising exam questions, the phone should not be beside you.

2. Use breaks properly

A break should refresh you. If five minutes of scrolling turns into twenty minutes of comparison, argument or distraction, it has not worked as a break.

3. Protect sleep before exams

Sleep is part of revision. A tired brain does not retrieve information well.

4. Notice how different apps make you feel

Some online activity is useful. Some is harmless. Some leaves you feeling worse. Learn the difference.

5. Practise silence

This sounds strange, but it matters. Students need to become comfortable with quiet concentration again.

6. Replace, do not just remove

If a student removes phone use, something needs to replace it: reading, walking, sport, music, making something, talking to someone, or proper rest.


Practical Advice for Parents

Parents often feel they have only two options: ignore the phone problem or start a battle.

There is a better middle ground.

Start with sleep and revision, not moral panic.

Instead of saying:

“You are always on that phone.”

Try:

“Let’s make sure the phone is not stopping you sleeping or revising properly.”

That is a more useful conversation.

Parents can also model the behaviour themselves. It is difficult to persuade a teenager to reduce phone use if adults are constantly checking messages during meals, conversations and family time.

A household phone routine may work better than a teenager-only rule.

For example:

  • No phones at the dinner table.
  • Phones charged away from beds.
  • Focus time during homework.
  • Notifications off during family activities.
  • A shared understanding that sleep matters.

This turns the issue from punishment into habit design.


So, Is Your Phone Training Your Brain?

Yes, in some ways it probably is.

It may be training you to expect constant stimulation.
It may be training you to switch tasks quickly.
It may be training you to seek quick rewards.
It may be training you to feel uncomfortable when nothing is happening.

But the brain can also be trained in the other direction.

It can be trained to focus.
It can be trained to read deeply.
It can be trained to revise properly.
It can be trained to sleep better.
It can be trained to pause before reacting.
It can be trained to use technology rather than be used by it.

That is why this is such a good topic for A Level Psychology.

It is not just about phones. It is about behaviour, attention, memory, social pressure, mental health and evidence.

In other words, it is about being human in a world that is constantly asking for your attention.

The phone may be training your brain.

The important question is whether you want to start training it back.

27 June 2026

A Level Computing Projects: Why a Retro Platform Game Might Be the Perfect Place to Start

 


A Level Computing Projects: Why a Retro Platform Game Might Be the Perfect Place to Start

Every year, when A Level Computer Science project season begins, students arrive with big ideas.

Very big ideas.

A fully 3D open-world game.
A multiplayer online battle system.
A PlayStation-style adventure.
A physics-based driving game.
A first-person shooter with realistic graphics, enemies, weapons, levels, menus, sound effects, online scoring and perhaps a little bit of artificial intelligence thrown in for good measure.

The ambition is wonderful. It is also usually completely unrealistic.

That is not because the students are not capable. It is because many students have played modern games for years without ever seeing how much work sits underneath them. A game that feels simple to play may involve teams of artists, programmers, sound designers, testers, level designers, animators and project managers.

An A Level project is not about building the next commercial games franchise. It is about producing a well-planned, well-documented, achievable piece of software that solves a defined problem and allows the student to show evidence of analysis, design, development, testing and evaluation.

Last year, I wrote a series of blog articles on building a text adventure game. Several of my students used the ideas, adapted them, and created their own versions. It worked well because a text adventure has structure, logic, data, choices, files, testing and plenty of scope for extension without needing complex graphics.

This year, we are going to move one step further.

We are going to look at building a simple retro-style platform game.

Not the latest console blockbuster. Not a 3D world with cinematic cut-scenes. A simple 2D platform game: a player, platforms, gravity, jumping, hazards, scoring, levels and a clear objective.

Retro, yes. Simple, no.

A platform game is a brilliant A Level project idea because it looks achievable, but it quickly introduces some very serious programming problems.

And that is exactly why it is worth doing.

Why Students Often Start With the Wrong Game Idea

When students first suggest writing a game, they often describe the game from the player’s point of view.

They talk about the world, the characters, the powers, the enemies, the graphics and the story. They describe what they want it to feel like.

That is natural. It is how players think.

But programmers have to think differently.

A programmer has to ask:

How will the character move?
How will the program know when the character lands on a platform?
How will gravity work?
What happens when the player hits the side of a wall?
How are levels stored?
How is the score calculated?
How will the program know when the game is over?
How will testing be recorded?
How will the project be extended without becoming impossible?

This is where many students begin to see the difference between an idea and a project.

A Level project work needs more than enthusiasm. It needs structure.

Why a Platform Game Is a Good Compromise

A retro platform game sits in a useful middle ground.

It is more visual and exciting than a text-only program, but it does not require the impossible workload of a modern 3D game.

A good simple platform game can include:

  • a player character
  • left and right movement
  • jumping
  • gravity
  • platforms
  • hazards
  • collectable items
  • a score system
  • multiple levels
  • enemies or moving obstacles
  • a menu screen
  • saved high scores
  • difficulty settings
  • user testing and feedback

That gives the student plenty to write about in the project documentation.

It also gives the student real programming challenges. The project is not just about drawing something on the screen. It involves logic, problem-solving, data handling, algorithms and testing.

That is what makes it useful.

Start With the Simplest Possible Version

The biggest mistake is trying to build the finished game first.

A better approach is to build the smallest possible version of the game and then improve it gradually.

The first version might have:

  • a square representing the player
  • one flat platform
  • basic left and right movement
  • a simple jump
  • gravity pulling the player down

That is enough for the first prototype.

No enemies.
No music.
No story.
No menu.
No beautiful graphics.
No complicated level design.

Just movement, gravity and landing.

It may look unimpressive, but it contains the foundation of the entire game.

Once the player can move, jump and land properly, the project can grow.

The First Real Problem: Movement

Movement sounds easy.

Press the right arrow, move right.
Press the left arrow, move left.

But even this raises questions.

Should the player move at a constant speed?
Should movement feel instant or gradual?
Can the player change direction in mid-air?
Should there be acceleration?
Should the player stop immediately when the key is released?

For a simple first version, the player might move a fixed number of pixels each frame. That is enough to get started.

Later, the student can improve this with velocity, acceleration and friction.

This creates an excellent development trail for the project write-up. The student can show how the first version worked, what its limitations were, and how later versions improved the behaviour.

That is exactly the kind of evidence A Level projects need.

The Second Problem: Gravity

Gravity is where the game starts to feel like a platform game.

Without gravity, the character simply moves around the screen. With gravity, the player falls, lands and jumps.

A simple gravity system might work like this:

  • the player has a vertical velocity
  • gravity increases the downward velocity each frame
  • when the player jumps, the vertical velocity is set upwards
  • as gravity continues to act, the player slows, stops, then falls
  • when the player touches the ground, the vertical velocity returns to zero

This gives students a chance to use physics-style thinking in programming.

It also teaches an important lesson: games are often built from approximations. We do not need a perfect model of real-world gravity. We need a model that feels right and works reliably.

The Third Problem: Collision Detection

Collision detection is one of the most important parts of a platform game.

The program must know when the player touches a platform, hits a wall, falls off the screen, collects an item or collides with an enemy.

At first, students often think this will be simple.

Then they discover the awkward cases.

What happens if the player lands on the top of a platform?
What happens if the player hits the underside of a platform while jumping?
What happens if the player hits the side of a wall?
What happens if the player moves so quickly that they pass through a thin platform between frames?
What happens at corners?

This is where a “simple” platform game becomes a proper programming project.

A good starting point is rectangle collision detection. The player can be represented as a rectangle. Platforms can also be rectangles. The program then checks whether the rectangles overlap.

That is not perfect, but it is a very good place to begin.

The Fourth Problem: Level Design

Once movement and collision detection work, the next question is how to create levels.

The simplest version might hard-code a few platforms into the program.

For example:

Platform 1: x = 0, y = 500, width = 800, height = 40
Platform 2: x = 200, y = 400, width = 150, height = 20
Platform 3: x = 450, y = 320, width = 150, height = 20

That works for a prototype.

But for a stronger project, students can think about better ways to store level data.

Could levels be stored in a list?
Could they be loaded from a file?
Could a level editor be created?
Could different levels have different themes, hazards or difficulty?

This is where the project becomes much more interesting from an A Level point of view.

The student is no longer just writing a game. They are designing a system.

The Fifth Problem: Keeping the Scope Under Control

A platform game can grow very quickly.

Once the basic game works, students often want to add everything.

Enemies.
Power-ups.
Moving platforms.
Ladders.
Water.
Doors.
Keys.
Boss fights.
Multiple characters.
Sound effects.
Animation.
Menus.
Saving.
Online leaderboards.

Some of these are good extensions. Too many of them become a problem.

A successful A Level project needs a clear scope. The student should decide what is essential, what is desirable and what is only an extension if time allows.

A sensible feature plan might look like this:

Essential Features

  • player movement
  • jumping and gravity
  • platforms
  • hazards
  • score
  • win and lose conditions
  • at least two playable levels

Desirable Features

  • collectable items
  • moving enemies
  • start menu
  • high score table
  • basic sound effects

Extension Features

  • level editor
  • multiple characters
  • animated sprites
  • difficulty settings
  • saved progress
  • user-created levels

This helps the project stay achievable.

It also gives the student something valuable to discuss in the evaluation: what was completed, what changed, what worked and what could be improved.

Why Documentation Matters as Much as the Code

Many students think the project is mainly about programming.

It is not.

The programming matters, of course, but the marks also depend heavily on the evidence around the programming.

Students need to show:

  • what problem they are solving
  • who the users are
  • what success criteria they set
  • how the program was designed
  • how the program was developed
  • how problems were solved
  • how testing was carried out
  • how feedback was used
  • how the final project was evaluated

A simple but well-documented project can often be stronger than an overambitious project that is unfinished and poorly explained.

This is why a platform game can work well. It gives the student visible progress, clear testing opportunities and plenty of technical problems to discuss.

Practical Example: A First Week Target

For the first week, the target should not be “make the game”.

That is too vague.

A better first-week target could be:

Create a basic game window with a player block that can move left and right, fall under gravity, jump from the floor, and land without falling through it.

That is a proper target.

It can be tested.

The student can record:

  • what keys control the player
  • whether movement works
  • whether gravity works
  • whether the player lands correctly
  • whether jumping feels too high or too low
  • what happens at the edges of the screen
  • what bugs were found
  • what changes were made

This is how the project evidence begins.

The Hidden Teaching Value of a Platform Game

A platform game teaches much more than game design.

It teaches students how to break a problem down.

It teaches iteration.
It teaches testing.
It teaches debugging.
It teaches planning.
It teaches the danger of overcomplicating a project too early.
It teaches students to separate what they want from what they can realistically build.

That last lesson is one of the most important.

A Level Computer Science projects are often the first time students have to manage a large piece of independent software development. They need to make decisions, justify those decisions and cope when the first version does not work.

A platform game will certainly produce bugs.

The player will fall through the floor.
The jump will feel wrong.
The character will get stuck in platforms.
The score will not reset properly.
The collision detection will behave strangely at the edges.
The levels will be too easy or impossible.

That is not failure.

That is the project.

What We Will Cover in This Series

This blog is the starting point.

Over the next few weeks, we can develop the idea step by step, looking at how a simple platform game can be designed, built, tested and improved.

Possible articles in the series include:

  1. Planning the platform game and setting realistic success criteria
  2. Creating the game window and player movement
  3. Adding gravity and jumping
  4. Building platforms and collision detection
  5. Designing levels and storing level data
  6. Adding hazards, enemies and collectables
  7. Creating scoring, lives and win conditions
  8. Testing the game properly
  9. Improving graphics, sound and user experience
  10. Writing up the project for A Level evidence

Each article can focus on one manageable part of the project.

That is exactly how students should approach the work itself: one problem at a time.

Final Thoughts: Retro Does Not Mean Easy

A retro platform game may look simple, but it contains many of the same ideas found in much larger software projects.

There is user input.
There is data.
There is logic.
There are rules.
There are errors to find.
There are design decisions to justify.
There is testing to record.
There is evaluation to write.

That makes it a very useful A Level project idea.

The aim is not to build the next PlayStation or Xbox game. The aim is to build something achievable, expandable and well understood.

A simple platform game can start with one square jumping on one platform.

From there, it can become a proper project.

And that is where good Computer Science begins: not with the biggest idea, but with the first working version.

26 June 2026

What Is the Best Way to Revise for a GCSE Chemistry Test?

 


What Is the Best Way to Revise for a GCSE Chemistry Test?

GCSE Chemistry revision can feel rather uncertain. Students often know that equations will appear, calculations are likely, and, because it is AQA, one of the required practicals is almost certain to be involved somewhere. But that still leaves a large question:

How do you revise for the rest of Chemistry?

This is where many students go wrong. They read through their notes, highlight a few pages, watch a video, and then hope that the right facts have somehow gone into their memory. Unfortunately, Chemistry does not usually reward vague familiarity. It rewards students who can explain, apply, calculate, compare, and describe methods clearly.

The best Chemistry revision is not just about remembering facts. It is about learning how Chemistry questions work.


Chemistry Is Not Revised by Reading Alone

One of the biggest mistakes students make is treating Chemistry like a subject that can be revised passively. They sit with the textbook open and feel reassured because the page looks familiar.

But recognition is not the same as recall.

A student may look at a page on electrolysis and think, “Yes, I know this.” Then the test asks:

Why is aluminium extracted by electrolysis rather than reduction with carbon?

Suddenly, the student realises that “I know this” was not quite enough.

A better test is to close the book and ask:

  • Can I explain this without looking?

  • Can I write the equation?

  • Can I answer a six-mark question on it?

  • Can I connect it to a required practical?

  • Can I use the data if they give me a graph or table?

That is real revision.


Start with Equations: They Are the Language of Chemistry

If there will be equations on the test, balancing equations is a very good place to start. However, students should not treat balancing as a small isolated skill. Balanced equations are central to understanding Chemistry because they show what reacts, what is formed, and how atoms are conserved.

For example:

Magnesium + oxygen → magnesium oxide

The word equation becomes:

Mg + O₂ → MgO

But this is not balanced because there are two oxygen atoms on the left and only one on the right.

So we balance it:

2Mg + O₂ → 2MgO

A simple revision activity is to practise five equations every day. Start with word equations, then convert them into symbol equations, then balance them.

Useful GCSE examples include:

Acid + metal → salt + hydrogen

Example:

magnesium + hydrochloric acid → magnesium chloride + hydrogen

Mg + 2HCl → MgCl₂ + H₂

Acid + carbonate → salt + water + carbon dioxide

Example:

calcium carbonate + hydrochloric acid → calcium chloride + water + carbon dioxide

CaCO₃ + 2HCl → CaCl₂ + H₂O + CO₂

Combustion of hydrocarbons

Example:

methane + oxygen → carbon dioxide + water

CH₄ + 2O₂ → CO₂ + 2H₂O

Balancing equations is not just a calculation trick. It is Chemistry’s way of saying that atoms are not lost or made during a chemical reaction.


Do Not Just Learn Equations — Learn Reaction Families

Students often try to memorise individual reactions one by one. This is much harder than learning the pattern.

For GCSE Chemistry, many reactions belong to families:

1. Acids reacting with metals

acid + metal → salt + hydrogen

Look for bubbles. The gas produced is hydrogen. The test for hydrogen is a squeaky pop with a lit splint.

2. Acids reacting with carbonates

acid + carbonate → salt + water + carbon dioxide

Look for fizzing. The gas produced is carbon dioxide. The test is that it turns limewater cloudy.

3. Acids reacting with alkalis

acid + alkali → salt + water

This is neutralisation. It links directly to titration and pH.

4. Combustion

A hydrocarbon burning completely produces carbon dioxide and water.

Incomplete combustion may produce carbon monoxide and carbon, which is why it is dangerous and why it links to pollution.

5. Electrolysis

Electrolysis is not just “electricity through a solution”. It is about ions moving to electrodes, gaining or losing electrons, and forming new substances.

Once students learn the reaction families, unfamiliar questions become much less frightening.


Calculations: Practise the Method, Not Just the Formula

There will almost certainly be calculations in a GCSE Chemistry test. Some students revise calculations by writing out formula triangles. That may help a little, but it is not enough.

Chemistry calculations need practice because the difficulty is often not the arithmetic. The difficulty is knowing what the question is asking.

Good areas to revise include:

  • relative formula mass

  • moles

  • reacting masses

  • concentration

  • percentage by mass

  • percentage yield

  • atom economy

  • rate of reaction

  • Rf values in chromatography

  • mean values from practical data

  • gradients from graphs

A good revision method is to use this four-step calculation structure:

Step 1: Write down the information given

Do not rush. Identify numbers, units, substances, and what the question wants.

Step 2: Write the equation or formula

For example:

moles = mass ÷ Mr

or

concentration = mass ÷ volume

or

Rf = distance moved by substance ÷ distance moved by solvent

Step 3: Substitute carefully

Use the correct units. Watch out for cm³ and dm³. This is a very common GCSE mistake.

Step 4: Check the answer

Ask: does the answer make sense? Have I rounded correctly? Have I included units?

A student who practises ten Chemistry calculations properly will usually improve more than a student who simply reads through twenty pages of notes.


Required Practicals: Learn the Story, Not Just the Method

AQA required practicals often appear in tests because they examine several skills at once. They can test method, apparatus, safety, variables, graph work, accuracy, errors, conclusions, and improvements.

The mistake many students make is learning practicals as a recipe:

“Add this, then heat that, then filter this.”

That is not enough.

Students need to understand the story of the practical.

For each required practical, students should be able to answer:

  1. What is the aim?

  2. What equipment is used?

  3. What is the independent variable?

  4. What is the dependent variable?

  5. What control variables are needed?

  6. What safety precautions are important?

  7. What results would be collected?

  8. What graph might be drawn?

  9. What conclusion would be expected?

  10. What could go wrong?

  11. How could the method be improved?

For example, in the soluble salts practical, students should know why an excess of insoluble base is added. It is not just a step to remember. It ensures all the acid has reacted. Then the excess solid can be removed by filtration, leaving the salt solution behind.

That is the kind of detail that gains marks.


Practical Example: Making a Soluble Salt

A typical practical question might ask how to prepare a pure, dry sample of copper sulfate crystals.

A strong answer would include:

  • warm dilute sulfuric acid

  • add copper oxide until it is in excess

  • stir to allow the reaction to occur

  • filter to remove excess copper oxide

  • gently heat the filtrate to evaporate some water

  • leave the solution to crystallise

  • dry the crystals using filter paper

A weaker answer might simply say:

“Mix acid and copper oxide and evaporate it.”

The difference is not that the student knows a completely different practical. The difference is precision.

Chemistry marks are often awarded for precise scientific steps.


Practical Example: Titration

Titration is a good example of where students can know the general idea but lose marks on detail.

Students should know:

  • the acid or alkali is measured using a pipette

  • the other solution is placed in a burette

  • an indicator is used

  • the solution is added slowly near the endpoint

  • concordant results are used

  • the rough titre is not normally included in the mean

But they also need to understand why.

The burette allows accurate measurement of the volume added. The indicator shows the endpoint. Repeating the titration improves reliability. Concordant results show that the experiment has been carried out consistently.

This is where practical understanding becomes exam performance.


The “Rest” of Chemistry: Revise by Big Ideas

Once equations, calculations, and required practicals have been revised, students often ask, “What about everything else?”

The answer is to revise Chemistry through big ideas.

Big Idea 1: Structure Determines Properties

This applies to bonding, materials, nanoparticles, graphite, diamond, metals, ionic compounds, and polymers.

Instead of learning separate facts, students should practise explaining the link:

structure → bonding → properties → use

For example:

Diamond is hard because each carbon atom forms four strong covalent bonds in a giant covalent structure.

Graphite conducts electricity because it has delocalised electrons between layers.

Ionic compounds have high melting points because strong electrostatic forces between oppositely charged ions require a lot of energy to overcome.

This pattern appears again and again.


Big Idea 2: Particles Explain Observations

Many Chemistry answers improve when students explain things using particles.

For example:

A higher concentration increases the rate of reaction because there are more reacting particles in the same volume, so collisions happen more frequently.

A higher temperature increases the rate because particles have more energy, move faster, and a greater proportion of collisions have enough energy to react.

A catalyst increases the rate by providing an alternative reaction pathway with a lower activation energy.

These are not just facts. They are explanations.

Students should practise using the word because. It forces the answer to become scientific.


Big Idea 3: Reactivity Explains Extraction and Displacement

The reactivity series is not just a list to memorise. It explains why metals behave differently.

A more reactive metal will displace a less reactive metal from its compound.

Carbon can reduce oxides of metals less reactive than carbon.

Very reactive metals, such as aluminium, are extracted by electrolysis because they are too reactive to be reduced using carbon.

If students understand the pattern, they can answer questions even when the metal is unfamiliar.


Big Idea 4: Energy Changes Explain Temperature Changes

Students often remember that exothermic means “gives out heat” and endothermic means “takes in heat”, but they need to go further.

Exothermic reactions transfer energy to the surroundings, so the temperature of the surroundings increases.

Endothermic reactions take in energy from the surroundings, so the temperature of the surroundings decreases.

For higher marks, students may need to explain bond breaking and bond making:

  • energy is needed to break bonds

  • energy is released when bonds form

  • if more energy is released than taken in, the reaction is exothermic

  • if more energy is taken in than released, the reaction is endothermic

Again, the revision method should be explanation, not just memorisation.


Use Past Questions Early, Not at the End

Many students leave past questions until the night before the test. That is usually too late.

Past questions should be used early because they show how the topic is examined.

A good method is:

  1. Revise one small topic.

  2. Do five exam questions on that topic.

  3. Mark them carefully.

  4. Write down what the mark scheme wanted.

  5. Redo the questions a few days later.

The important part is not just getting a score. The important part is learning the language of the mark scheme.

For example, students often write:

“The particles collide more.”

But the mark scheme may want:

“The particles collide more frequently.”

That difference matters.


The Best 30-Minute Revision Session

A useful Chemistry revision session does not need to be three hours long. In fact, shorter, focused sessions are often better.

A strong 30-minute session could look like this:

5 minutes: Quick recall

Write down everything you can remember about one topic without looking.

10 minutes: Learn and correct

Use notes, revision guides, or lesson materials to correct gaps.

10 minutes: Exam questions

Complete a small set of questions without notes.

5 minutes: Mark and improve

Correct mistakes in a different colour and write one sentence explaining what went wrong.

This is much better than 30 minutes of passive highlighting.


A Simple 7-Day Plan Before a Chemistry Test

Day 1: Equations and reaction types

Practise word equations, symbol equations, and balancing.

Day 2: Calculations

Focus on moles, concentration, reacting masses, Rf values, rates, and percentage calculations.

Day 3: Required practicals

Make one-page summaries of the practicals likely to appear.

Day 4: Bonding and structure

Practise explaining properties using structure and bonding.

Day 5: Chemical changes and energy changes

Revise acids, electrolysis, reactivity, exothermic and endothermic reactions.

Day 6: Exam questions

Complete a mixed set under timed conditions.

Day 7: Error correction

Do not just revise everything again. Revise what went wrong.

The final day before a test should be about fixing weaknesses, not pretending they are not there.


Personal Reflection: What I See in Lessons

In tuition lessons, I often find that students are not weak because they cannot learn Chemistry. They are weak because they revise Chemistry in the wrong way.

They know the title of the topic, but not the explanation.

They remember doing the practical, but not why each step mattered.

They can sometimes balance an equation, but cannot connect it to conservation of mass.

They can use a formula when told which one to use, but struggle when the question hides the calculation inside a paragraph.

This is why practical work is so important. When a student has actually made a salt, carried out a titration, watched electrolysis happen, or seen a temperature change during a reaction, Chemistry becomes less like a list of facts and more like something real.

Revision then has something to attach to.


The Best Way to Revise GCSE Chemistry

The best way to revise for a GCSE Chemistry test is to combine five things:

  1. Practise equations until balancing becomes automatic.

  2. Practise calculations until the method is clear.

  3. Learn required practicals as stories with reasons, not recipes.

  4. Revise big ideas such as particles, bonding, energy, and reactivity.

  5. Use exam questions to learn how AQA asks and marks questions.

Chemistry revision should be active. Students should write, explain, calculate, draw, correct, and repeat.

Reading notes may feel comfortable, but comfort is not the same as progress.

The real test of revision is simple:

Can you close the book and explain the Chemistry clearly?

If the answer is yes, you are revising properly.


25 June 2026

New Calculator, Old Habits: Comparing the Casio fx-CG50, fx-CG100, fx-991EX and fx-991CW

 


New Calculator, Old Habits: Comparing the Casio fx-CG50, fx-CG100, fx-991EX and fx-991CW

There are moments in teaching when the most interesting research is not done in a university, a government department, or a glossy product launch.

It happens when you put four calculators on the desk and say to a student:

“Choose whichever one you like.”

Over the last year I have been doing exactly that. In lessons, students have had access to different Casio calculators, including the older fx-991EX, the newer fx-991CW, the established graphic calculator fx-CG50, and the newer fx-CG100.

On paper, the newer models should win. They look modern. They have clearer screens. They are designed around menus rather than requiring students to remember quite so many individual buttons. They are shiny, new and, in some ways, more logical.

And yet, again and again, when students are actually solving maths and science problems under pressure, many of them reach for the older calculator.

Not because it is technically better in every way.

But because it feels faster.

And in an examination, faster often feels safer.

The Calculator Is Not Just a Tool — It Is Part of the Student’s Thinking

Teachers often talk about calculators as if they are simply devices for getting answers.

That is not quite true.

For many GCSE and A-level students, the calculator becomes part of the way they think through a problem. It is not separate from the mathematics. It is woven into the process.

A student solving a quadratic, checking a standard form answer, converting a fraction to a decimal, using trigonometry, finding a probability, or working out a physics calculation is not just pressing buttons. They are following a sequence of thought.

That sequence might look like this:

  1. Understand the question.
  2. Decide what mathematics or science is needed.
  3. Set up the calculation.
  4. Use the calculator correctly.
  5. Interpret the answer.
  6. Decide whether the answer is sensible.

The calculator sits right in the middle of that process.

If the student has to stop and think, “Where has Casio hidden that function?”, the flow is broken.

That is where the difference between a button-driven calculator and a menu-driven calculator becomes important.

Button-Driven Calculators: The Comfort of Muscle Memory

The older Casio fx-991EX has become familiar to many students. They know where things are. They have developed muscle memory.

They do not always know the official name of the function. They may not even fully understand the structure of the calculator. But they know the route.

For example:

“I press this, then this, then this.”

That may not sound very sophisticated, but it matters.

When a student is nervous, sitting in an exam hall, trying to remember whether the answer should be in standard form, three significant figures, radians, degrees, fractions or decimals, familiarity matters enormously.

The older models often feel quicker because important functions have obvious dedicated keys or familiar shortcuts.

The most common example in my lessons is the S⇔D button.

Students love it.

They use it constantly.

They want to switch between exact form and decimal form quickly. They want to see whether an answer of ( \frac{7}{12} ) is approximately 0.583. They want to check whether a surd answer looks reasonable. They want to move quickly between the exact mathematical answer and the practical scientific answer.

On the older calculator, this feels instant.

On the newer menu-driven models, even where the same function exists, students can feel as though they have to go looking for it. A three-step menu may be perfectly logical, but to a student under pressure it can feel like a delay.

That delay may only be a few seconds.

But a few seconds in an exam can feel like a lifetime.

Menu-Driven Calculators: A Better Idea, But Not Always a Better Experience

The newer Casio calculators are trying to solve a real problem.

Modern scientific and graphic calculators can do a huge number of things. They can solve equations, handle distributions, work with vectors and matrices, plot graphs, process statistics, and in the case of graphic calculators, display mathematical ideas visually.

The difficulty is obvious: where do you put all those functions?

If every function has its own button, the calculator becomes a forest of symbols. Students spend their time hunting for tiny labels printed above keys. Some functions require SHIFT, ALPHA, menus, modes and sub-menus.

A menu-driven system tries to make that easier.

Instead of expecting students to remember obscure button combinations, the calculator guides them through options. This can be very helpful when students are learning a function for the first time.

For example, a menu can make it clearer that the student is choosing between:

  • calculation
  • statistics
  • equation solving
  • distribution
  • table
  • spreadsheet
  • complex numbers
  • vectors
  • matrices
  • graphing

That is sensible.

It is also closer to the way students use phones, tablets and computers. They are used to icons, menus and scrolling.

But there is a problem.

Calculators are not phones.

Students do not use calculators in relaxed conditions while browsing. They use them when they are trying to solve difficult problems, often while being timed, often while anxious, and often while also trying to remember the mathematics.

A menu can be more logical and still feel slower.

That is the key point.

The Shiny Calculator Test

I have found this fascinating in lessons.

Put the newer calculator on the desk and students are interested. They pick it up. They look at the screen. They notice that it feels modern. They may even say it looks better.

Then give them a real problem.

A physics calculation involving standard form.

A trigonometry question.

A simultaneous equation.

A probability calculation.

A surd answer that needs converting to a decimal.

A statistics question requiring the mean and standard deviation.

Suddenly, many students go back to the calculator they know.

The decision is not really about the calculator. It is about confidence.

The student is saying:

“I know I can get the answer out of this one.”

That is an important teaching point.

The best calculator is not always the one with the newest interface. It is the one the student can use accurately, quickly and confidently.

fx-991EX vs fx-991CW: The Scientific Calculator Battle

The fx-991EX has been a very popular advanced scientific calculator. It has natural textbook display, many advanced functions, and a layout that students often become comfortable with after repeated use.

The fx-991CW represents a newer style of working. It has a clearer display, a more modern interface and a menu-based structure.

For a teacher, the newer layout has advantages. It can make it easier to explain where certain functions live. Instead of saying, “Press SHIFT, then this key, then choose option 3,” you can sometimes guide students through a clearer menu.

However, for students who already know the fx-991EX, the change can feel like being moved from a familiar kitchen into a newly designed one.

Everything may be cleaner.

Everything may be labelled.

But the teaspoons are no longer in the drawer where you expect them.

That is not a trivial issue.

In maths and science, students need fluency. They need to focus on the problem, not the device.

A student solving a chemistry calculation on moles does not want to be thinking about calculator navigation. A physics student resolving forces does not want to waste mental effort finding a function. A maths student doing binomial probabilities does not want to lose confidence because the route has changed.

The fx-991CW may be a better design for a new student starting from scratch.

But for many existing students, the fx-991EX still feels like home.

fx-CG50 vs fx-CG100: Graphic Calculators and the Same Problem on a Larger Scale

The same issue appears with graphic calculators.

The fx-CG50 is already well established. It is powerful, colourful and capable of supporting students through GCSE Further Maths, A-level Maths, A-level Further Maths and beyond. It can graph functions, handle statistics, work with matrices and vectors, and help students visualise ideas that are otherwise quite abstract.

The fx-CG100 is the newer model. It has a more modern ClassWiz-style interface, clearer menus and a design intended to make the move from scientific calculator to graphic calculator smoother.

That is a good idea.

Students moving from a scientific calculator to a graphic calculator often struggle because the graphic calculator feels like a completely different machine. If the newer scientific and graphic calculators share a similar style of navigation, that could help.

But again, the classroom question is not only:

“Which calculator has the better interface?”

It is also:

“Which calculator can the student use when they are tired, nervous and halfway through a difficult question?”

For a confident student who is learning the newer system from the beginning, the fx-CG100 may feel more logical.

For a student who has already invested time in the fx-CG50, the older model may still feel quicker.

The Hidden Skill: Calculator Fluency

One of the mistakes students make is thinking that calculator use does not need practice.

They assume that because a calculator gives answers, they can simply pick it up when needed.

That is not how it works.

Calculator fluency is a skill.

Students need to know:

  • how to enter fractions correctly
  • how to convert between exact and decimal answers
  • how to use standard form
  • how to check whether the calculator is in degrees or radians
  • how to use brackets properly
  • how to store and recall values
  • how to solve equations
  • how to use table mode
  • how to calculate statistics
  • how to find probabilities
  • how to use graphing functions, if they have a graphic calculator

More importantly, they need to know when the calculator answer is unreasonable.

A calculator will quite happily give a student a wrong answer if the student enters the wrong calculation.

It does not raise an eyebrow.

It does not say, “Are you sure a car is travelling at 4,000 metres per second?”

It does not say, “That pH value looks suspicious.”

It does not say, “You appear to have used radians instead of degrees.”

That is the teacher’s job.

Eventually, it becomes the student’s job.

Practical Example 1: Fractions and Decimals

A student works out an answer and gets:

[
\frac{13}{8}
]

In pure maths, this may be a perfectly good answer.

In a physics problem, the student may need to understand that this is:

[
1.625
]

On the older calculator, the student presses S⇔D and instantly sees the decimal.

That quick conversion helps them judge the answer.

Is 1.625 metres sensible?

Is 1.625 seconds sensible?

Is 1.625 amps sensible?

The button is not just a convenience. It supports understanding.

If the same task requires going into a format menu, the student may still get there, but the interruption is greater.

For a confident student, that may not matter.

For a nervous student, it does.

Practical Example 2: Standard Form in Science

In GCSE and A-level science, standard form appears constantly.

Students may need to calculate values such as:

[
6.02 \times 10^{23}
]

or

[
3.0 \times 10^8
]

or

[
1.6 \times 10^{-19}
]

The calculator needs to become invisible. Students should be thinking about Avogadro’s constant, the speed of light, charge, energy, wavelength or frequency — not about where the exponential key is.

When a student uses the same calculator every week, they gradually become fluent.

They stop fighting the machine.

That is when the science improves.

Practical Example 3: Graphing Calculators and A-Level Maths

Graphic calculators can be enormously useful in A-level Maths.

They allow students to see the shape of a function, check the number of roots, explore transformations and understand why an answer makes sense.

For example, when solving:

[
x^3 - 4x - 1 = 0
]

a graphic calculator can help students see that the equation has more than one solution.

That visual understanding is valuable.

But only if the student can use the calculator confidently.

If half the lesson is spent finding the graphing mode, setting the window, adjusting the scale and working out how to trace intersections, the technology becomes a barrier rather than a support.

This is why the choice between the fx-CG50 and fx-CG100 is not simply about specifications.

It is about teaching time, student confidence and repeated practice.

The Teacher’s Dilemma

As a teacher, I can see both sides.

The newer calculators are trying to make things clearer. They are more menu driven. They reduce the number of buttons students need to search through. They look more like modern technology. In many ways, they are probably the direction calculators need to go.

But students do not always choose what is technically newest.

They choose what helps them survive the question in front of them.

That is especially true for students who are already anxious about maths.

A student who is unsure about algebra does not need another layer of uncertainty from the calculator.

A student who struggles with physics calculations does not need to wonder where the decimal conversion has gone.

A student who is already worried about an exam does not want to change calculator systems in May.

When Should Students Change Calculator?

My advice is simple.

Do not change calculator just before an exam unless there is a very good reason.

A new calculator needs a learning period. Students need to use it for homework, classwork, revision and past papers before relying on it in an exam.

Ideally, students should use the same calculator throughout a course.

For GCSE students moving into A-level Maths, the summer can be a good time to change, because there is time to practise.

For A-level students already deep into Year 13, changing calculator may do more harm than good unless they are prepared to put in the practice.

For students buying their first advanced calculator, the newer menu-driven models may be perfectly sensible.

For students who already know the older models well, there is no shame in staying with what works.

The Real Lesson: Technology Must Serve Learning

The point of a calculator is not to be impressive.

The point of a calculator is to help students do mathematics and science more effectively.

If a new interface reduces confusion, that is excellent.

If it slows students down because they cannot find familiar functions, that matters.

If a calculator helps students explore graphs, understand statistics and check answers, it is doing its job.

If it becomes another thing to panic about, it is not.

The best calculator is the one that the student can use confidently, accurately and fluently.

Sometimes that will be the newest model.

Sometimes it will be the older one with the familiar button.

Conclusion: Shiny Is Not the Same as Useful

The newer Casio calculators are clever, modern and thoughtfully designed. The move towards clearer menus makes sense, especially as calculators become more powerful and include more functions.

But my small classroom experiment has shown something important.

Students do not only choose features.

They choose confidence.

They choose familiarity.

They choose the calculator that lets them get on with the maths.

For many students, the older button-driven models still feel easier because they have already built the habits. They know where things are. They trust the route. They like the S⇔D button because it does exactly what they want, quickly and without fuss.

The newer models may well become the natural choice for the next generation of students, especially if they start with them early enough. But teachers and parents should not underestimate the value of fluency.

A calculator is not just bought.

It is learned.

And, like most things in maths and science, the learning takes practice.

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