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
07 - Maths for I.T - Unit 26 - Probability, Tree and Venn Diagrams in Computing

07 - Maths for I.T - Unit 26 - Probability, Tree and Venn Diagrams in Computing

The seventh in a series of presentations and lesson content for the BTEC Level 3 Maths for I.T unit - There is not a lot of resources out there for this topic - so this may help. The topic this time is Probability, Tree and Venn Diagrams in Computing. Content discussed include the following; Topic Definitions Probability Defined Calculating Probability Probability Complement Independent Events Dependent Events Mutually Exclusive Events Tree Diagrams Venn Diagrams See what you think! NEXT: 08 - RECURSION FOR COMPUTING
leechadwick
04 - Maths for I.T - Unit 26 - Stem and Leaf Diagrams for Computing

04 - Maths for I.T - Unit 26 - Stem and Leaf Diagrams for Computing

The fourth in a series of presentations and lesson content for the BTEC Level 3 Maths for I.T unit - There is not a lot of resources out there for this topic - so this may help. The topic this time is Stem and Leaf Diagrams for Computing. Content discussed include the following; Median, Range & Mean Activities Stem and Leaf Overview Stem and Leaf Case Study Stem and Leaf Construction Guide Stem and Leaf Recap Stem and Leaf Activity See what you think! NEXT: 05 - STANDARD DEVIATION AND QUARTILES FOR COMPUTING
leechadwick
03 - Maths for I.T - Unit 26 - Matrix Transformations

03 - Maths for I.T - Unit 26 - Matrix Transformations

The third in a series of presentations and lesson content for the BTEC Level 3 Maths for I.T unit - There is not a lot of resources out there for this topic - so this may help. The topic this time is Matrix Transformations. Content discussed include the following; Shape Transformation Animation Plane Shapes Defined Transformations Defined Terminology Glossary Ordered Pairs Defined Translation Matrices Dilation Reflection Matrices Rotation Matrices Assignment Tasks See what you think! NEXT: 04 - STEM AND LEAF DIAGRAMS FOR COMPUTING
leechadwick
Intro to Cryptography

Intro to Cryptography

Resource created to support the Switched on Computing unit 5.2 We are Cryptographers, but could be adapted to use with any computing scheme of work.
Asharys
What is Computational Thinking? Classroom Posters

What is Computational Thinking? Classroom Posters

This 6 part high resolution poster series not only looks amazing but will clearly define what computational thinking is and how to perform it. Computational Thinking is a thinking strategy which is becoming a mandatory component of curriculum around the world Computational Thinking is a logical approach to problem solving. It can be applied to ANY problem, task or system. It has four parts which identify problems and formulate solutions. Computational Thinking can be applied with or without a computer. All of these elements can be seen in the preview file. *************************************************************************** Other Popular Products From Innovative Teaching Ideas - Search for these items on TES Year Long Visual Writing Prompts Fable Power Pack Teaching Digital Technologies and STEM ***************************************************************************** YOUR REVIEWS ARE ESSENTIAL IN KEEPING OUR PRODUCTS LOW PRICED AND REGULARLY UPDATED!!! IT MAKES A HUGE DIFFERENCE TO US!!! PLEASE LEAVE A REVIEW About Innovative Teaching Ideas Terms Copyright © Innovative Teaching Ideas. All rights reserved by author. This product is to be used by the original downloader only. Copying for more than one teacher, classroom, department, school, or school system is prohibited. This product may not be distributed or displayed digitally for public view. Failure to comply is a copyright infringement and a violation of the Digital Millennium Copyright Act (DMCA). Clipart and elements found in this PDF are copyrighted and cannot be extracted and used outside of this file without permission or license. Intended for classroom and personal use ONLY. See product file for clipart and font credits.
Innovativeteachingideas
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
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
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
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 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 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