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Cosmopolitan Coding - Fun INSET Introduction to Coding

Cosmopolitan Coding - Fun INSET Introduction to Coding

Many teachers were never taught the coding and computer science elements of the new curriculum themselves. This introductory activity helps teachers understand the simplicity of using algorithms as instructions to complete tasks. Teachers will learn: Algorithms and how these are simple instructions Syntax and how this is simply known action in new language Problem solving and debugging code Testing code to see if it works Teachers love this INSET introduction!
EuphoricEd
Computing Design/Algorithm pro-formas (PDF and editable Word docx)

Computing Design/Algorithm pro-formas (PDF and editable Word docx)

As described in my “Delve in, for twelve min!” video CPD, these are example pro-formas to give pupils to design their computing projects. These could be Scratch projects; animations, games, quizzes etc. The design process, which is largely missed in computing, forms an essential part of a coding project, and also provides many benefits in terms of AFL. Please use in conjunction with the training video, and also check out the entire “Delve in, for twelve min!” series: https://www.youtube.com/playlist?list=PL3kA-gpaSB2a6Vfdq04rGt5xcKQg8FG8x
PhilWickins
Python Programming - I CAN Statements

Python Programming - I CAN Statements

These I Can statements are perfect to guide your students to develop the necessary skills when learning to code/program using Python. The teacher or the student can tick off each I Can statement once they have demonstrated evidence for them. I Can statements fall under the following 4 categories: • Criteria 1: Planning • Criteria 2: Skills Development • Criteria 3: Explanation of Code • Criteria 4: Efficiency of Code
balsamgr8
Digital Skills

Digital Skills

A collection of digital skills progression documents and lessons. Learn unplugged coding, blogging and iMovie skills.
ferrycaptain
KS3 Computational Thinking Bundle

KS3 Computational Thinking Bundle

This bundle combines all my KS3 focused computational thinking resource. This bundle includes the following resources: 1. Computational thinking for KS3 2. Computational thinking problem solving 3. Application of computational thinking - create an interactive story 4. Computational thinking classroom ideas posters
RobbotResources
Computational Thinking Bundle

Computational Thinking Bundle

Purchase my three comprehensive guides to computational thinking within one bargain package! Includes: Computational thinking for KS3 Computational thinking for KS4 Problem Solving for KS3 Also includes my popular poster resources to help promote computational thinking within your classroom
RobbotResources
How do you teach coding?

How do you teach coding?

How do you teach coding? Who is this for? For primary teachers who teach programming - for both non-specialist and specialist computing teachers. What is it? This is a 15-minute research questionnaire by researchers at Queen Mary University of London. Why might you do this? Just doing the questionnaire, will help you think about your own planning and how you teach coding. If you are interested in taking part in the research to improve how we teach programming, pop your email at the end of the survey. Please help us find out more about how we teach programming so we can improve what how we teach our primary pupils how to code! Here is the research questionnaire. https://goo.gl/forms/4nWlR1kQ2r8mnFud2
jlisaw8
Kodu - Ready Made Games!

Kodu - Ready Made Games!

A collection of 6 levels built on Kodu for you to share and use with your class. Perfect for those new to the software who need some examples to share with their pupils. Feel free to change and adapt them, or use them to get the kids started with Kodu. Using these will allow the students to play the games, and then examine how they have been built and what programming has been used. Please share and review! Any help with these please contact me @AlwaysComputing on twitter.
matthew_1987
Primary Computing Year 3/2 - Computer Programming

Primary Computing Year 3/2 - Computer Programming

A collection of worksheets and guidance sheets to compliment the Rising Stars Switched On Computing unit for year 2/3 'We are Astronauts'. These can be used with or without the scheme and are based on use of Scratch. Objectives cover the basics of algorithms and computational thinking as well as general use of Scratch and a review sheet.
xkatiecfc
We are Toy Designers - Year 4 Computer Programming

We are Toy Designers - Year 4 Computer Programming

A collection of worksheets and guidance sheets to compliment the Rising Stars Switched On Computing unit for year 4 'We are toy designers'. These can be used with or without the scheme and are based on use of Scratch. Objectives cover inputs and outputs, basic programming and reflection.
xkatiecfc
KS2 - Computing Starter Pack!

KS2 - Computing Starter Pack!

Great bundle price! Individually they should be £11! So you save 45%!!! New to the subject or just want some new ideas? Sometimes Computing can be a scary subject to teach when you don't know where to start! I've bundled together a few of my personal favourite units to teach, and knocked off a good discount! Enjoy! @AlwaysComputing
matthew_1987
A Level ICT Resources

A Level ICT Resources

Excellent range of ICT revision resources based around the AQA A Level ICT specification but would be suitable for other exam boards. This is the last time through for this specification so lets go out with a bang!
maxwell01782
Year 7 Scratch 2.0 Helicopter Rescue Game SOW With 6 Lessons and Tutorials. Tried and Tested!

Year 7 Scratch 2.0 Helicopter Rescue Game SOW With 6 Lessons and Tutorials. Tried and Tested!

In this resource you will receive: 6 Lesson Powerpoints 7 Scratch Files including Teacher guide to code Assessment Workbook To Match Skills vs 2 Quizzes and 1 EOT Assessment Student Evidence Workbook Access to 6 Student Youtube Tutorials Recorded By The Author A Fun SOW creating a Helicopter Rescue Game Planning Spreadsheet Links in with KS3 Assessment Grid skill by skill (grid provided)
stevecarter2
Python - Intro to Python Debugging / Coding Booklet

Python - Intro to Python Debugging / Coding Booklet

A nice little resource made to start people on coding. It introduces common mistakes with coding and also gives them 6 activities to attempt. They have been written based on difficulty for example, it goes from green to red. Activities on this are basic string manipulation but it will be a good first lesson for students to get a taste of Python. Includes inputs, outputs and string manipulation.
r_chambers
OCR - Python Lesson 4 - Arithmetic

OCR - Python Lesson 4 - Arithmetic

This lesson introduces students to using operators such as Add, Subtract, Multiply, Divide and Exponentiation. They're also introduced to Mod (working out the remainder) and Quotient (working out the whole number). They're given a number of activities which allow them to apply some of this and will attempt working out the median and mean. After this they're given an activity which gets them to work with the OCR structure. They're required to decompose a problem, list success criteria and build a sleep calculator. They will need to list their variables and on top of this will also need to show the development of their code. The worksheet can be typed in. All operations are explained: - num1+num2 num1-num2 num1*num2 num1/num2 num1**num2 for exponent % used to explain remainder // used to explain whole number part of division Students given extension task / independent research task for finding out the mode.
r_chambers
OCR - Python 3.3 - Introductory help videos

OCR - Python 3.3 - Introductory help videos

These Python videos will introduce you to the basics of Python 3.3 and will get you started by building lists, reading text, writing text, using strings, using floats, using integers and it will show you how to do conditions using IF. The videos will get you started and can be used by your students to introduce new features. All videos are encoded using MP4 / MPEG 4 List of videos: - *Writing Text *Reading Text *Multiple Lists / Arrays *Single Lists *Conditional / IF Statements *Introductory video *Int / Float / String
r_chambers
Python - Posters - Help your students with snips of code

Python - Posters - Help your students with snips of code

These posters have been made to help students program using Python. The idea of these posters is that you can laminate them and put them on a desk so that students can help themselves. I use these in my lessons as a way of encouraging students to try new things when programming. I wanted them to understand the code better and they were able to try out the code on each of the boards as extensions and I was able to put these on display. Some of the poster included in this bundle are: - *float *if statements *joining strings *strings to integers *using variables *loops *numbers
r_chambers
Python - Year 8 - Assessment

Python - Year 8 - Assessment

This is a differentiated assessment which includes old national curriculum levels. You can map these to your new school levels or progress measure quite easily. I've split it into three tasks which are all slightly different. You may use these in any way you like. The idea is that they create a quiz. Some students who are on the red task will need to make sure that they go and try some research in order to understand how a binary search would work in Python. This is why it's a higher level. Students will need to be independent on some of these tasks. I found this useful for my own teaching and it meant that the students who were lower at coding could try the lower task. In terms of challenging students, if I knew that students of higher ability would try and pick the lower tasks, I would allocate them myself. Green (easy) Amber/Orange (medium) Red (hardest) Feel free to modify.
r_chambers
OCR - Python Lesson 3 - Introducing input and data types

OCR - Python Lesson 3 - Introducing input and data types

This lesson is all about introducing data types and it teaches students about how to assign variables to sentences. They're taught to repeat these back with a work sheet which gets them to demonstrate their understanding. They're given a task where they're expected to write a story but they will need to include variables in their story. The idea of this is so that they can see how the variable appears on the screen. Part of the way through this lesson, students are invited to try out each other's stories and they should be typing in the input before the sentence appears. After this, they're introduced to different data types and they're taught about casting. This is another thing that is in the OCR spec and it's good to break each piece of the spec down piece by piece so that they can build on it.
r_chambers
OCR - Python L2 - Introducing Variables

OCR - Python L2 - Introducing Variables

This lesson is about introducing the programming technique 'variables' to the students. They will also learn about assignments, and outputs on the screen which is a build on what they learnt in their previous lesson. They are taught about how to understand variables using scenarios such as buckets. There are teacher notes which will be useful for showing you how you can gather un-plugged resources. Attached with the work is a worksheet so that the students can understand how to start naming variables. They is also some questioning put into the slides which will keep the students on their toes. They are taught how to use variables, concatenation and their are plenaries that will help them to debug code with problems. This is a good way to help them spot errors in the code.
r_chambers
OCR - Introducing Python

OCR - Introducing Python

This lesson introduces Python to the students. Throughout the lesson students will be expected to learn about: - *Sequencing *Programming *Saving *Commenting *Syntax errors This lesson is about getting them to write their first program and it is also about introducing them to the shell, printing and understanding how to use Python. They're taught how to compile, debug and the importance of coding. There are instructions for the teachers so that if they've never used Python before, they have some guidance in the PowerPoint notes. Students are required to write a story and are taught basic techniques with the print. This could provide good cross-curricular links to an English lesson. They will work through their work with the guidance of a worksheet which asks them questions about whether they have understood the key points or not.
r_chambers
Kodu Scheme of work - Primary or Secondary

Kodu Scheme of work - Primary or Secondary

This scheme of work is purely a way of structuring some of the content for primary of secondary. There is examples of selection, moving and how to clone objects within the game. The first 3 lessons come with evidence worksheets and it's broken down in such a way to help you support your students. Students are encouraged through this scheme of work to develop a game but also to take regular print screens of testing their game. I have included all worksheets and powerpoints and there are lesson plans. The lesson plans are basic but show how to split the lesson into tasks. There is a free lesson to give you an idea of what to expect.
r_chambers
Kodu Lesson 5 : - Pages and Selection (KS2/KS3)

Kodu Lesson 5 : - Pages and Selection (KS2/KS3)

This lesson will introduce to students how they're able to sequence and talks about how they're able to make code more efficient. There are teacher notes and there is information about advanced selection. This lesson will introduce Tinker time and will get the students to use pages within Kodu. Students will continue to work with Kodu after this to complete their game.
r_chambers
Kodu Lesson 4 : - Your world (KS2/KS3)

Kodu Lesson 4 : - Your world (KS2/KS3)

Slide 1 - Title Slide 2 - Objectives explaining that students will learn about clones and creatables. They will know the difference between the two. Slide 3 - What is cloning slide with a built in text box so that the teacher doesn't have to come out of the slide. You can make notes finding the difference by discussion with the students. Slide 4 - Think about how computer games might use cloning and discuss. Slide 5 - Shows how to clone. Slide 6 -How to load up the creatable. Slide 7 - Shows how to make a rock a creatable. Slide 8-10 'Tinker' time and some ideas to get the students started.
r_chambers
Kodu Lesson 3 : - Paths (KS2/KS3)

Kodu Lesson 3 : - Paths (KS2/KS3)

This lesson requires prior knowledge of Kodu and gets you thinking about paths. It introduces the path feature to them and you give your students 'tinker' time so that they can explore the tools more. Get the students to think about how they move characters in the game. Introduce automatic movement and show them how to follow other objects. Students complete the worksheet.
r_chambers
Kodu Lesson 2 : - Your world (KS2/KS3)

Kodu Lesson 2 : - Your world (KS2/KS3)

This lesson starts getting students to think about the way the world looks. Their main objectives are to learn how to create a basic landscape and to experience the techniques available. They will look at existing games and talk about what makes them more interesting. I've included some screen shots of existing games to guide the teacher. It starts getting the students to come up with a concept for their own game and they have a few ideas. Teacher requires prior knowledge of how to use the landscape tools or can use YouTube videos to support. Students to complete the worksheet to show that they're able to use the tools available and that they can come up with their idea. Homework included.
r_chambers
Kodu Lesson 1 : - Introducing programming (KS2/KS3)

Kodu Lesson 1 : - Introducing programming (KS2/KS3)

This lesson does require some prior knowledge of Kodu but it gives you structure to start delivering the curriculum and it will allow you to break down each lesson and to start teaching the students different items step by step. There are opportunities for students to think about what is needed for a game. There is a worksheet to help them to start thinking about what they're going to need to include in their own game. Once you've introduced this, teach the students how to create characters, worlds, objects and how to write a simple piece of code. Students are required to use the worksheet as they work through this PowerPoint with the teacher. This is a sample lesson to get you started and can be used for KS2 or KS3.
r_chambers
Micro:bit - Bank of Videos

Micro:bit - Bank of Videos

These video tutorials will help you deliver the MicroBit lessons and will also leave some of the tasks open ended. I have uploaded one of the videos for free so that you can see what they're like. The videos in this bank include: - * Spirit Level * Simple Maze Game * Simple LED Lights * Calculator - Add two numbers together using variables * Random number generator * Controlling how an LED moves around the screen * A + B buttons (selection) * How to make crossy roads on the screen * Iteration and moving lights All include some explanation of what has been taught and the key terms needed for programming. This has been done using the blockly editor.
r_chambers
Micro:bit - Lesson 1

Micro:bit - Lesson 1

This lesson gives you a structured break down to delivering the Micro:bit lesson for the first time. I have combined this with the Micro:bit book to make the creeper face. In this lesson: - * reason for the Micro:bit and discussion with the students * students given time to read health and safety instructions and feedback to the teacher * how to get onto the website. * pictures to show how to connect to the website * how to download the program in 3 easy steps * how to get the program onto the MicroBit * worksheet with extension * introduction to Selection * Challenge with video
r_chambers
Switch onto computer science this summer!

Switch onto computer science this summer!

SUMMER’S HERE! The longest break of the year provides a great chance for primary school teachers to enjoy a well-earned rest. http://goo.gl/odjS0w In today’s world, this invariably means a bit of light e-reading, catching up with friends on social networks, maybe a spot of online shopping. It’s taken less than a generation for the vast majority of us to become regular tech users. However, the next generation need to be truly tech literate. Primary school pupils are already using tech everyday. But, before they leave school they need to know how tech actually works. Because tech is shaping the modern world. The government has already made their commitment to tech literacy clear – placing it on equal footing with core subjects like English and maths. This is why it’s important that primary schools are inspiring young people to really get to grips with tech. In turn, primary school teachers need to feel confident in their ability to teach tech literacy. Computing at School (CAS) operates an initiative called ‘Barefoot’ aimed at helping primary teachers (and pupils) get to grips with tech literacy. This challenge inspired us to create CAS Barefoot’s Big Digital Summer School. CAS Barefoot’s Big Digital Summer School is packed full of resources to help primary school teachers like you deliver Barefoot’s easy-to-teach and fun-to-do activities. And what’s more it’s FREE to use! Supported by BT and the CAS movement of expert computer scientists and passionate educators – these resources represent the perfect blend of innovative digital content, and exciting activities loved by pupils. Our Summer School provides six engaging, easy-to-deliver ‘Barefoot Bytes’ that will help you help your pupils become tech literate, and give an insight into the great resources, advice and workshops that are available. The really great thing is that the computational thinking concepts we include are relevant right across the curriculum. So learning them will also give your pupils fresh insights into English, maths and science – alongside boosting their understanding of, and love for, all things tech! Downloading the Bytes during the summer break will give you even more confidence of your ability to teach tech literacy lessons from the beginning of the new term in September. FREE workshops Daunted? Don’t be. We run FREE workshops and volunteer-led programmes throughout the year to help make teaching tech literacy as easy as switching on a computer. Click on the link below for more info on the CAS Barefoot programme. You can also download our bytes and find out more about our free teacher workshops. http://goo.gl/odjS0w
APun85
MicroBit Lesson 1 Year 7 KS3

MicroBit Lesson 1 Year 7 KS3

First lesson using the new MicroBit's. Focuses on safety requirements and algorithms. CAS Progression Pathways - Algorithms, computational thinking, programming, hardware and software. Objectives - 1. Identify 5 different safety requirements of using the MicroBit. 2. Create a simple step by step program for an everyday task. 3. Write a program using the Block Editor to create your first program. Compile, transfer and run correctly. Outcomes - Level 3 - I know the safety requirements of the MicroBit. Level 4/5 - I can create my own algorithm for an everyday task. Level 6 - I have compiled my first MicroBit program and ran it correctly
jamielinnell
Introduction to algorithms (unplugged)

Introduction to algorithms (unplugged)

An unplugged computing resource that requires students to think about how they can use a restricted set of instructions to carry out an everyday task - in this case, brushing your teeth. Inspired by Phil Bagge's Sandwich Bot videos (https://www.youtube.com/watch?v=leBEFaVHllE), but less messy. I have used this successfully with Year 7s, 8s and also 9s. Can be performed with toothbrush and toothpaste but also easily done with board pens instead.
tomscambler
Year 5 / 6 / 7 Computing  ICT  Mobile APP Designing Unit of Work Planning

Year 5 / 6 / 7 Computing ICT Mobile APP Designing Unit of Work Planning

This is an outstanding resource that has all the smartboards and activities for a whole unit of work for APP designing. The lessons lead you through thinking of an APP, market research before designing your own APP. All the smartboards have the LO, Success criteria, partner talk and the main activity. A must for any teachers looking to teach APP design
sparkle1978
Using Kerbal Edu to teach modelling

Using Kerbal Edu to teach modelling

Using Kerbal Edu to teach modelling. Students can try out a variety of scenarios to see what happens when they make changes and what they can learn from their mistakes.
mm71
Computing Unplugged Pirate Floor Turtle Activity

Computing Unplugged Pirate Floor Turtle Activity

This is an activity to be used away from the computer. (Unplugged computing) It helps the children to use and understand control language. They move the mini robot or floor turtle around the pirate map to hide the treasure. They then write the route or algorithm on a work sheet so the treasure can be found by someone else. When they have written their instructions they can write where the treasure is on the back, then swap sheets with someone. If the instructions lead to the wrong place they can fix or debug their algorithm. Children can design their own robots or use the printouts, they look really nice laminated and stuck on counters or buttons. I have been using this resource for many years and the children always have great fun with it, especially if you make a class set to work in twos. It is worth laminating the maps and turtles.
Perfectlycreative
Scratch 2.0 Lesson Booklet (including answers)

Scratch 2.0 Lesson Booklet (including answers)

A lovely booklet which teaches students the basics of programming in Scratch 2.0 (a free downloadable software which can also be accessed online). Very easy to use. As students work through the booklet they build up their skills in programming quickly and efficiently. This is not just a guide of how to use the software, but also key questions of how concepts work and why they work the way they do. Very effective to develop computational thinking. Each worksheet in this booklet also includes I Can Statements Resources included: Scratch Work booklet - PDF file. Answer Booklet (Answer Key). This bundle covers the basics (and much more) of Scratch 2.0 by teaching the following topics: • introduction to Scratch 2.0 • Animations & Costumes • Loops & Motions • Coordinates & Sensing • Drawing with Sprites • Using Variables • Changing Backdrops • Making Music • Scratch Games • Animated Stories • Scratch Assessment Scratch 2.0 can be accessed from https://scratch.mit.edu/projects/editor/?tip_bar=home Scratch 2.0 is suitable for Chromebooks as you do not need to install anything.
balsamgr8
Code Club - Lost in Space Scratch Project

Code Club - Lost in Space Scratch Project

Learn how to code your own animation! This project teaches: - Repetition (loops) - Animation These resources are aimed at KS2, but could also be used for year 7 pupils. The project includes a clear activity checklist, as well as challenges, which allow children to apply and demonstrate their learning. You can see the project online, as well as notes for volunteers via the Code Club website: jumpto.cc/lostinspace Code Club is a nationwide network of volunteer-led after school coding clubs for children aged 9-11. To start a Code Club in your school, visit codeclub.org.uk/start-a-club
codeclub