docx, 221.22 KB
docx, 221.22 KB
docx, 290.71 KB
docx, 290.71 KB
pptx, 3.47 MB
pptx, 3.47 MB
zip, 374 Bytes
zip, 374 Bytes
  • A fully resourced, dyslexia-friendly KS3 Computer Science lesson introducing Subroutines (Sub…EndSub), branching with IF/ELSE, and creating a fully functional calculator program.

  • Includes PowerPoint, worksheet, worked examples, and challenge tasks—using the FREE online Small Basic compiler to ensure zero installation issues.

  • Designed with dyslexia-friendly formatting: pastel colour schemes, readable font style, reduced text density, and high-contrast code samples.

  • Students learn:

    • How subroutines work and why programmers use them
    • How Sub and EndSub create reusable blocks of code
    • How to call subroutines in the correct order of execution
    • How IF/ELSE statements allow the program to choose different outcomes
    • How to build structured programs like calculators and mini-games
  • Practical coding tasks:

    • Analyse example code to understand line order and execution flow
    • Complete a partially written calculator by creating AddNumbers(), SubtractNumbers(), and MultiplyNumbers()
    • Use IF/ELSE to decide which subroutine to run
    • Integrate user input to customise calculations
    • Extend the program with divide functionality and improved structure
  • Challenge activities (highly motivating for KS3):

    • Add subroutines that fetch Number1 and Number2 directly from the user
    • Create a command-driven calculator where the user selects add/subtract/multiply/divide
    • Wrap the entire calculator inside a WHILE loop so it repeats until the user types EXIT
    • Build a maths game: user chooses a skill, random numbers are generated, and the game continues until the correct answer is given
  • Assessment and evidence:

    • Multiple screenshot prompts using the Windows Snipping Tool
    • Written explanation boxes to ensure understanding of subroutines and branching
    • Debugging and code-building tasks to demonstrate mastery
  • Lesson objectives:

    • Create and call subroutines confidently
    • Use IF/ELSE to control program flow
    • Develop a working calculator using structured programming
    • Apply logic, random numbers, and loops to create simple games
  • Ideal for KS3 Computing, coding clubs, enrichment, or as preparation for Python functions and selection.

  • This lesson is classroom-ready, accessible, and designed to make students feel like real programmers.

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KS3 Small Basic – Complete 7 Lesson Programming Scheme + Bonus Game Project (Dyslexia-Friendly PowerPoints & Worksheets)

* A complete, fully resourced 7-lesson KS3 programming scheme using Microsoft Small Basic and the FREE online compiler — now upgraded with a BONUS Rock–Paper–Scissors game project. * Every lesson includes a dyslexia-friendly PowerPoint, differentiated worksheets, model solutions, scaffolding, and screenshot-evidence sections. * Ideal for specialists and non-specialists. Zero installation required, perfect for ICT suites, laptops, and Chromebooks. =========================================== LESSON BREAKDOWN =========================================== Lesson 1 – Starting Small Basic (Objects, Operations & Properties) Students run their first program and explore how operations and properties change output. Lesson 2 – Variables, Concatenation & Calculations Students define variables, perform arithmetic, and calculate areas of shapes using formulas. Lesson 3 – IF, ELSE & Nested Conditions Learners debug logic, build branching programs, and create interactive joke generators. Lesson 4 – FOR Loops, WHILE Loops & Randomness Students master iteration, countdowns, loop conditions, and random number operations. Lesson 5 – Subroutines & Calculator Builder Students create Sub…EndSub procedures and develop a full calculator application. Lesson 6 – Arrays & Lists Learners build mini-databases using arrays and create a fully functioning shopping list program. Lesson 7 – Full Revision Challenge Six practical challenges revisit sequence, selection, loops, subroutines, arrays and randomness. =========================================== BONUS LESSON 8 – Rock–Paper–Scissors Game =========================================== A fun, creative final project where students build a complete Rock–Paper–Scissors game using: * Random number generation * IF / ELSEIF selection logic * User input * Validation and replay structure Students will: - Ask the user for their choice - Generate a computer choice (1–3) - Use IF logic to determine the winner - Display results clearly - Extend the program with loops, scoring systems, or extra rules Perfect as a capstone project, assessment, or celebratory “end of unit” activity. =========================================== KEY FEATURES =========================================== * Uses the FREE online Small Basic editor * Dyslexia-friendly design throughout (pastel backgrounds, accessible fonts) * Differentiated challenges in every lesson * Screenshot-evidence tasks for assessment * Covers ALL KS3 programming fundamentals: - Sequence - Variables - Selection - Iteration - Subroutines - Arrays - Randomness - Input/Output =========================================== WHY THIS BUNDLE? =========================================== This is a complete half-term programming scheme with **NO marking**, **NO installs**, and **everything fully explained**. Teachers love how accessible it is. Students love the games, challenges and creativity. Perfect preparation for Python at KS3 or GCSE.

£12.99

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