Python Programming with Pseudocode Worksheets 1-6

Python Programming with Pseudocode Worksheets 1-6

These worksheets are designed to enable students for both the aspects Python and Pseudocode with basic structure. Students will be able to learn Python as well as Pseudocode side-by-side. This worksheet consists of 4 parts respectively.
suas2016
Python Programming with Pseudocode 4

Python Programming with Pseudocode 4

This worksheet is designed to enable students for both the aspects Python and Pseudocode. Students will be able to learn Python as well as Pseudocode side-by-side. This worksheet consists of 4 parts respectively.
suas2016
Star Drawer Interactive Game - Christmas KS2

Star Drawer Interactive Game - Christmas KS2

KS2 Christmas - Star Drawer - Interactive Game This is a fun, seasonal interactive game perfect for pupils to play individually, in pairs, or even with the whole class. This activity is the virtual equivalent of a floor robot, where children program in instructions to control movement. The context is to draw stars to populate a night sky. Use the step- by-step mode for less confident pupils, and extend by using the ‘loop mode’.
Tes_elements
Chameleon Catcher Interactive Game - KS1/KS2 Geometry

Chameleon Catcher Interactive Game - KS1/KS2 Geometry

KS1/KS2 Geometry - Chameleon Catcher Interactive Game This interactive activity requires pupils to use angles and distance to help the chameleon catch all the flies. Pupils give instructions to move the chameleon to catch the flies by working out the direction and distance required. There is ‘angle help’ to help pupils understand a turn as an angle. This game provides a great opportunity to discuss direction and position. It is great for use with the whole class or as an independent task for pupils.
Tes_elements
Mouse Chase Interactive Game - KS1 Geometry

Mouse Chase Interactive Game - KS1 Geometry

KS1 Geometry - Mouse Chase Interactive Game This is a two-player interactive game in which pupils must use the arrow commands to direct a mouse to collect the most cheese. The mouse that collects the most cheese is the winner! Encourage pupils to mentally plan a route to the nearest cheese and to think ahead. This is a great game for pupils to play in pairs, or to use with the whole class by splitting pupils into two teams.
Tes_elements
Compass Points and Grid References - Interactive Activity - KS1/KS2 Geometry

Compass Points and Grid References - Interactive Activity - KS1/KS2 Geometry

KS1/KS2 Geometry - Compass Points and Grid References - Interactive Activity This interactive uses co-ordinates, compass points and directional arrows. Pupils use the compass arrows to move the boat around the grid. This activity provides an opportunity to introduce simple grid references, asking pupils to move the boat to certain locations. Pupils can also be tasked with giving direction instructions using coordinates.
Tes_elements
Giving Directions Interactive Activity - KS1 Geometry

Giving Directions Interactive Activity - KS1 Geometry

KS1 Geometry - Giving Directions Interactive Activity This is an interactive activity to model directions and giving instructions. Ask pupils to guide the rocket, snail or shark (depending on which setting you choose) to various places on the grid. This is a useful resource for whole class instruction to introduce grid references. This resource could also be used for pupils to explore giving directions by instructing a partner to move around the grid to reach a certain point.
Tes_elements
Interactive Drawing Tool - KS1 Geometry

Interactive Drawing Tool - KS1 Geometry

KS1 Geometry - Interactive Drawing Tool This is an interactive drawing tool using directional arrows to control the virtual pen. This is a versatile tool and can be used for pupils to explore drawing 2D shapes and creating patterns. Pupils can also instruct a partner to move in certain directions.
Tes_elements
Mole Maze Interactive Activity - KS1/KS2 Geometry

Mole Maze Interactive Activity - KS1/KS2 Geometry

KS1/KS2 Geometry - Mole Maze Interactive Activity This interactive activity requires pupils to use angles and distance to guide a mole through a maze. Pupils give instructions to move the mole around the maze by working out the direction and distance required. For differentiation purposes, there are three levels of maze complexity and instructions can be carried out either one step at a time or as a programmed sequence of moves. An optional overlay can be used to help work out the angles. This is a great activity to test pupils’ thinking and visualising skills.
Tes_elements
Lily Hop Directions - Interactive Game - KS1/KS2 Geometry

Lily Hop Directions - Interactive Game - KS1/KS2 Geometry

KS1/KS2 Geometry - Lily Hop Directions - Interactive Game This interactive game tasks pupils with using the directional arrows to move a frog across lily pads to safety, eating as many dragonflies on the way as possible. Pupils can create and adapt their own mazes, and can challenge a partner to complete one they’ve devised. This is a fun game for pupils to explore in pairs or independently to practise direction and movement.
Tes_elements
Spider Web Directions - Interactive Activity - KS1/KS2 Geometry

Spider Web Directions - Interactive Activity - KS1/KS2 Geometry

KS1/KS2 Geometry - Spider Web Directions - Interactive Activity This interactive activity is ideal for introducing turn and movement. Move the spider to catch the flies, using left/right turn and setting to the appropriate angle. The spider can then be moved forward to catch the fly. This is a great activity to use with the whole class as an introduction to turn and movement, or for pupils to explore independently.
Tes_elements
Year 1 Algorithm 2 Lesson Sequence

Year 1 Algorithm 2 Lesson Sequence

This lesson sequence outlines two lessons which introduce Year 1 children to algorithms and gives them opportunity to create their own WITHOUT using a laptop or tablet. It does however, require the use of Beebots. This sequence includes a collection of fantastic FREE resources I’ve found around the web - the sequence includes all of the links needed to find out more about the activities so you can have a successful lesson. My class absolutely loved these lessons - mostly because it felt very much like playing to them, but they were learning key computing skills in the process!
hjreddish
Crumble Resources: Police Lights Project

Crumble Resources: Police Lights Project

The resources needed to make a Police car using the Crumble Controller. This makes a nice starting project, as it is simple to achieve. By adding motors and wheels, you could really go to town making your own vehicle - perfect for a KS2 D&T project. Difficulty Rating: Beginner For this project you will need: One Crumble with USB lead; A computer with the Crumble software installed; One battery pack with batteries (not rechargeable); Two sparkles; Eight croc-leads. If making the police car model, you will also need: Printed template; Scissors; Coloured pens/pencils; Glue; Masking tape. Links to the curriculum (KS2): Computing: Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; Solve problems by decomposing them into smaller parts; Use sequence and repetition in programs; work with various forms of input and output. Design and Technology (if making own models): Apply their understanding of computing to program, monitor and control their products. To see step-by-step instructions, visit here
RedfernElectronics
Programming Using Kodu

Programming Using Kodu

Students will understand the term ‘programming’ whilst using Kodu. Students will use Kodu to create a world and program Kodu to move. Students will then design and create their own game whilst providing evidence. Lesson One-Six Kodu Lesson Seven Revision Lesson Eight Assessment Lesson Nine Feedback and Improvements This unit has a lesson presentation for every lesson that includes a starter activity, main activity and plenary. Resources also include homework, worksheets, helpsheets and an overall assessment sheet that can be used for self, peer and teacher assessment. A full Scheme of Work is also provided. This unit of work is suitable from Years 6-8 depending on ability.
samoliver368
STEM/Coding Activities

STEM/Coding Activities

STEM & Coding Resource Get your students engaged in fun hands on STEM activities! Use everyday materials in your classroom and get building! This resource also comes with 10+ computer coding activities for beginners.
VanessaHM11
Labelling Bee-Bot

Labelling Bee-Bot

This SMART Notebook activity helps pupils to consolidate their knowledge of what the buttons on Bee-Bot do.
colnbrookg
EAL - Intro to coding, robots and AI - Revision Guide

EAL - Intro to coding, robots and AI - Revision Guide

Part of a Wolsey Academy SOW of 7 lessons with a revision guide and online test at the end. Designed for EAL and weaker students to introduce them to new vocabulary regarding coding, robotics and the future of AI. Later lessons make use of Google Doodles, Ozobots, Robozzle and Scratch to demonstrate some very fundamental coding techniques and functions. Lessons blend key word acquisition with basic skills, ideal for EAL and weaker students. Can also act as a general introduction to these concepts to all classes. Designed for all ICT/Computer Science courses. Impact on society Case study on autonomous vehicles Repeat Functions (via a Google Doodle exercise) Debugging (Using Ozobots) Subroutines (Using Robozzle) Random Function (Scratch Star Wars Game) IF statements and compilers (Scratch Flappy Birds Game) Revision Guide. See more at www.wolseyacademy.com and access the end of unit test.
WolseyAcademy
7. EAL - Intro to coding, robots and AI - Compilers

7. EAL - Intro to coding, robots and AI - Compilers

Part of a Wolsey Academy SOW of 7 lessons with a revision guide and online test at the end. Designed for EAL and weaker students to introduce them to new vocabulary regarding coding, robotics and the future of AI. Later lessons make use of Google Doodles, Ozobots, Robozzle and Scratch to demonstrate some very fundamental coding techniques and functions. Lessons blend key word acquisition with basic skills, ideal for EAL and weaker students. Can also act as a general introduction to these concepts to all classes. Designed for all ICT/Computer Science courses. Impact on society Case study on autonomous vehicles Repeat Functions (via a Google Doodle exercise) Debugging (Using Ozobots) Subroutines (Using Robozzle) Random Function (Scratch Star Wars Game) IF statements and compilers (Scratch Flappy Birds Game) Revision Guide. See more at www.wolseyacademy.com and access the end of unit test.
WolseyAcademy
6. EAL - Intro to coding, robots and AI - Random functions

6. EAL - Intro to coding, robots and AI - Random functions

Part of a Wolsey Academy SOW of 7 lessons with a revision guide and online test at the end. Designed for EAL and weaker students to introduce them to new vocabulary regarding coding, robotics and the future of AI. Later lessons make use of Google Doodles, Ozobots, Robozzle and Scratch to demonstrate some very fundamental coding techniques and functions. Lessons blend key word acquisition with basic skills, ideal for EAL and weaker students. Can also act as a general introduction to these concepts to all classes. Designed for all ICT/Computer Science courses. Impact on society Case study on autonomous vehicles Repeat Functions (via a Google Doodle exercise) Debugging (Using Ozobots) Subroutines (Using Robozzle) Random Function (Scratch Star Wars Game) IF statements and compilers (Scratch Flappy Birds Game) Revision Guide. See more at www.wolseyacademy.com and access the end of unit test.
WolseyAcademy
5. EAL - Intro to coding, robots and AI - Subroutines

5. EAL - Intro to coding, robots and AI - Subroutines

Part of a Wolsey Academy SOW of 7 lessons with a revision guide and online test at the end. Designed for EAL and weaker students to introduce them to new vocabulary regarding coding, robotics and the future of AI. Later lessons make use of Google Doodles, Ozobots, Robozzle and Scratch to demonstrate some very fundamental coding techniques and functions. Lessons blend key word acquisition with basic skills, ideal for EAL and weaker students. Can also act as a general introduction to these concepts to all classes. Designed for all ICT/Computer Science courses. Impact on society Case study on autonomous vehicles Repeat Functions (via a Google Doodle exercise) Debugging (Using Ozobots) Subroutines (Using Robozzle) Random Function (Scratch Star Wars Game) IF statements and compilers (Scratch Flappy Birds Game) Revision Guide. See more at www.wolseyacademy.com and access the end of unit test.
WolseyAcademy
EAL - Intro to coding, robots and AI - debugging

EAL - Intro to coding, robots and AI - debugging

Part of a Wolsey Academy SOW of 7 lessons with a revision guide and online test at the end. Designed for EAL and weaker students to introduce them to new vocabulary regarding coding, robotics and the future of AI. Later lessons make use of Google Doodles, Ozobots, Robozzle and Scratch to demonstrate some very fundamental coding techniques and functions. Lessons blend key word acquisition with basic skills, ideal for EAL and weaker students. Can also act as a general introduction to these concepts to all classes. Designed for all ICT/Computer Science courses. Impact on society Case study on autonomous vehicles Repeat Functions (via a Google Doodle exercise) Debugging (Using Ozobots) Subroutines (Using Robozzle) Random Function (Scratch Star Wars Game) IF statements and compilers (Scratch Flappy Birds Game) Revision Guide. See more at www.wolseyacademy.com and access the end of unit test.
WolseyAcademy
3. EAL - Intro to coding, robots and AI - Repeat Functions

3. EAL - Intro to coding, robots and AI - Repeat Functions

Part of a Wolsey Academy SOW of 7 lessons with a revision guide and online test at the end. Designed for EAL and weaker students to introduce them to new vocabulary regarding coding, robotics and the future of AI. Later lessons make use of Google Doodles, Ozobots, Robozzle and Scratch to demonstrate some very fundamental coding techniques and functions. Lessons blend key word acquisition with basic skills, ideal for EAL and weaker students. Can also act as a general introduction to these concepts to all classes. Designed for all ICT/Computer Science courses. Impact on society Case study on autonomous vehicles Repeat Functions (via a Google Doodle exercise) Debugging (Using Ozobots) Subroutines (Using Robozzle) Random Function (Scratch Star Wars Game) IF statements and compilers (Scratch Flappy Birds Game) Revision Guide. See more at www.wolseyacademy.com and access the end of unit test.
WolseyAcademy
2. EAL - Intro to coding, robots and AI - Cast Study automated vehicles

2. EAL - Intro to coding, robots and AI - Cast Study automated vehicles

Part of a Wolsey Academy SOW of 7 lessons with a revision guide and online test at the end. Designed for EAL and weaker students to introduce them to new vocabulary regarding coding, robotics and the future of AI. Later lessons make use of Google Doodles, Ozobots, Robozzle and Scratch to demonstrate some very fundamental coding techniques and functions. Lessons blend key word acquisition with basic skills, ideal for EAL and weaker students. Can also act as a general introduction to these concepts to all classes. Designed for all ICT/Computer Science courses. Impact on society Case study on autonomous vehicles Repeat Functions (via a Google Doodle exercise) Debugging (Using Ozobots) Subroutines (Using Robozzle) Random Function (Scratch Star Wars Game) IF statements and compilers (Scratch Flappy Birds Game) Revision Guide. See more at www.wolseyacademy.com and access the end of unit test.
WolseyAcademy
KS3 Scratch Booklet

KS3 Scratch Booklet

All instructions are included in booklet. This is a booklet aimed at a KS3 group as a recap to Scratch allowing them to design and create their own game. This should be enough for 2/3 lessons worth.
14bensona
Programming – Concepts, BASIC Commands and Scratch Alternatives

Programming – Concepts, BASIC Commands and Scratch Alternatives

This is part two of two-day training on how to teach programming. It was created for use with teachers in Nepal but contains content that is globally relevant. This PowerPoint presentation includes various fun activities based around: What programming is and why it is important Variables and constants BASIC Commands and their Scratch alternatives (PRINT, CLS, INPUT, END, REM, LET) Conditional Statements – IF THEN ELSE, SELECT CASE, GOTO Loops - FOR NEXT, DO WHILE, WHILE WEND Setting Real World programming challenges Combining programming with other topics ========================================================================= Part one, which contains various fun activities based around: Computational thinking (simplified)– breaking down a bigger task into smaller steps and finding solutions Algorithms – Step-by-step ordered instructions Flow Charts – Graphical representations of algorithms Pseudocode – A half-code outline of a program written for humans to understand. Can be found here - https://www.tes.com/teaching-resource/programming-what-do-you-need-to-know-before-you-teach-it-presentation-and-activities-11869690
teaching-ict
STEAM BUNDLE for Years 5 and 6

STEAM BUNDLE for Years 5 and 6

This resource is a BUNDLE (444 pages) of 18 STEAM packs that I have put together for Upper Key Stage 2 all following objectives from the 2014 National Curriculum of England. Some are pulled from other thematic packs, while others are sold as stand alone packs in the Connecting Curriculum shops, including textiles, evolution and adaptations, prototyping with littleBits and MakeyMakey, food technology and computer science with Scratch. You can check out all resources offered in my catalogue here: Connecting Curriculum Catalogue INCLUDED STEAM with littleBits Mission to Mars: Design a Mars Rover with littleBits Working Scientifically with littleBits for Year 5 and 6 Vikings: Battle Modifications with littleBits STEAM with Textiles Mayan Civilisation Study - Art & DT Focus (Textiles) Mission to Mars: Design a Mission Badge (e-Textile) STEAM Curriculum Working Scientifically I can Statements for Years 5 & 6 STEAM with MakeyMakey and Scratch Working Scientifically with MakeyMakey in Years 5 & 6 Design A Video Game on Scratch Other STEAM packs Insect Study - Adapted Insect Forms Ancient Benin Study: Create a Thumb Piano Design a Survival Invention The Heart - Build an Anatomical Model STEAM with Food Working Scientifically with Cookies for Years 5 & 6 Conquest: Diet of a Conquistador (Science & DT) Working Scientifically with Energy Bites for Years 5 & 6
erinbrasington
STEAM BUNDLE for Years 3 and 4

STEAM BUNDLE for Years 3 and 4

This resource is a BUNDLE (260 pages) of 12 STEAM packs that I have put together for Lower Key Stage 2, all following objectives from the 2014 National Curriculum of England. Some are pulled from other thematic packs, while others are sold as stand alone packs in the Connecting Curriculum shops. They include packs for littleBits, MakeyMakey, Scratch, food, textiles, and light. You can check out all resources offered in my catalogue here: Connecting Curriculum Catalogue You can view the packs sold separately here: Mission to Mars: Design a Mars Rover with littleBits Working Scientifically with littleBits for Years 3 and 4 Design a Video Game Controller with MakeyMakey Working Scientifically with MakeyMakey in Years 3 & 4 Design A Video Game on Scratch Mission to Mars: Design a Mission Badge (e-Textile) Working Scientifically with Cookies for Years 3 & 4 Working Scientifically with Energy Bites for Years 3 & 4 Working Scientifically I can Statements for Years 3 & 4 The Magic Box Poetry Mini-Unit Working Scientifically with Crayons for Years 3 & 4 - STEAM Unit Light Investigation: Design and Make a Light Maze You might also like: All Things littleBits STEAM BUNDLE
erinbrasington
GCSE 9-1 50 Pseudo code or Programming challenges

GCSE 9-1 50 Pseudo code or Programming challenges

50 programming or pseudo code challenges- programs which could be given as an extension activity or out-of-class assignment to stretch and challenge learners of all key stages- as part of practicing selection and iteration and other programming techniques. These could be done using any programming language of your choice. These could be beneficial to prepare students for exams related to Algorithms and programming techniques. These can be used for KS3 and even A levels. Please send a message if you need solutions. All the best.
sekhon1976
Kodu Flight Simulator

Kodu Flight Simulator

This is a lesson or mini project that teaches students to create their own flight simulator game in Kodu Game Lab. This includes a lesson powerpoint, help videos, an example kodu game file and also a help sheet which guides students through the design and programming required. The lesson powerpoint also goes through what a flight simulator is and looks like in the air which can help to show students what being a pilot is really like and the purpose of simulators.
miko12310
Ozobot March Maze

Ozobot March Maze

Ozobot Chase the Rainbow This Saint Patrick’s Day themed maze will allow students to think of how to program the Ozobot so it reaches each target and the end of the maze. Included: *One maze *Teacher tips
missotech3
Programming Languages Word Search & Graded Quiz (interactive) (2 products)

Programming Languages Word Search & Graded Quiz (interactive) (2 products)

Programming Languages Word Search & Graded Quiz (interactive) Word Search: This resource contains a Word Search to help introduce vocabulary associated with programming languages. Materials allow for differentiated learning and include the following: ▪ printable word search pdf & docx format ▪ interactive quiz timed and no time constraints (run index.html file in a*browser) ▪ Set of answers *(Please note that Safari and Microsoft Edge could not display word search quiz when tested) Graded Quiz: Individual graded Assessment Quiz. Contains 10 questions based on programming languages. 10 questions, no time constraints but only 1 attempt allowed; learners have the opportunity to review their answers. Can be added to individual computers. Could be completed as a whole group on an interactive SMART board if preferred. Important: Do not separate any of the original digital files from the original folders, just run them inside the folders for the games to work properly. Note: Please run index.html file or drag into URL bar in your browser. Review: Please be so kind as to review your purchase, once you have used it with your learners. This helps me to make any necessary improvements to the resource. I welcome constructive feedback. If you require any adjustments to the resource(s) please contact me and I will endeavour to meet your needs wherever possible. Many thanks. Check out the R&C store for other quality resources.
ResourcesandCourses
Programming core concepts flashcards

Programming core concepts flashcards

A set of flashcards for students to use to revise key programming terminology. I created these for my GCSE students, so that they would be clear on key terms. These cards help them remember the core ideas, which helps them program and discuss their programming.
DanielKeefe
Turtle Academy Logo Planning - Computing - Year 4

Turtle Academy Logo Planning - Computing - Year 4

**A Unit Pack of 4 Lessons for Computing, linked to the Turtle Academy Website for Programming** This pack is aimed at lower key stage 2 children and is based around the programming website for children called Turtle Academy, although the planning could be adapted for other programmes. The planning covers the following objectives: To be able to use simple LOGO language to create a shape To be able to use simple LOGO language to write initials in your name To be able to use simple LOGO language to produce a desired outcome Write the instruction and press enter to execute the command To be able to use a number of commands
alicepoole1
Python - Roulette Game

Python - Roulette Game

A fun lesson resources to guide students in creating a simple text based Roulette Game using Python - or can be used for any programming language. 3-4 levels of differentiation, involves printing, generating random numbers, concatenation and IF statements. Hard option involves using arrays/lists. Students can choose one of 3 examples to create from Easy - Hard. Making of the game is broken down into easy steps for students to follow if they wish - or not.
grahamturner
Createing a simple Dice Game in Python

Createing a simple Dice Game in Python

A fun lesson resources to guide students in creating a simple text based Dice Game using Python - or can be used for any programming language. 3-4 levels of differentiation, involves printing, generating random numbers, concatenation and IF statements. Hard option involves adding variables. Students can choose one of 3 examples to create from Easy - Hard. Provides snippets of code to get them started. Perfect for beginners.
grahamturner