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Presentation:   how to test a system (x11 slides)

Presentation: how to test a system (x11 slides)

The presentation introduces the idea behind testing and covers the ideas behind the idea of creating a test plan, difference between a fault and an error and shows a blue screen error. It describes the importance of reliability, using different test data (typical, erroneous, exaggerated data) and how to formulate a test plan.
Teacher_aesg
Kodu-Rythm Lesson 2(An Introduction to coding using Kodu)

Kodu-Rythm Lesson 2(An Introduction to coding using Kodu)

Kodu is a friendly graphical programming language where students can build their own world and program objects within. This series of lesson uses kodu to introduce computer science terminology such as algorithm and variables to develop computational thinking skills.
chris_vidal
Kodu-Rythm Lesson 1(An Introduction to coding using Kodu)

Kodu-Rythm Lesson 1(An Introduction to coding using Kodu)

Kodu is a friendly graphical programming language where students can build their own world and program objects within. This series of lesson uses kodu to introduce computer science terminology such as algorithm and variables to develop computational thinking skills.
chris_vidal
Introduction to algorithms

Introduction to algorithms

A gentle and friendly introduction to algorithms with a simple worksheet to enable students to develop computational thinking. Understanding how algorithms work and how they are used by computers is fundamental to achieving success in GCSE computer science. This lesson introduces KS2 and KS3 students to algorithms. This lesson could be used alongside the algorithms in scratch series.
chris_vidal
Teach yourself the ENTIRE AQA GCSE Computer Science specification

Teach yourself the ENTIRE AQA GCSE Computer Science specification

Looking for a complete solution to help you get to grips with the AQA Computer Science GCSE (9-10)? Need to feel more confident with the subject matter? Not sure how to approach some areas of the curriculum? Want a ready-to-use resource that is ideal for use in the classroom, for homework tasks and self-study? “Nichola thank you. They have saved me a lot of time" Matt - Computing Teacher We have created 7 detailed PDF student workbooks that EXACTLY match the AQA GCE (9-1) Computer Science (8520) specification. Each includes theory, tasks to recap the knowledge and put new skills into practice. they even include the answers! Seperatly these would cost £150 but if you buy them as part of this bundle it only costs £100 saving you a massive £50. “Love these packs - saved me so much work” Laura - Head of Computing Perfect for non-specialist teachers, NQTs or teachers who feel a little unsure about the qualification content and want some ready-to-use tasks to use in class. “Love your revision books. Your resources are such a life saver!” Katie - Non-specialist computing teacher Provided as seven separate PDF documents: • Fundamentals of algorithms • Programming • Fundamentals of data representation • Computer systems • Fundamentals of computer networks • Fundamentals of cyber security • Ethical, legal and environmental impacts of digital technology on wider society, including issues of privacy “Brilliant. These have been fab and my students love them.” Debbie - Computing Teacher These are ideal to use in the classroom, as homework tasks or for independent study as revision for the examinations.
nwilkin
Computer Science: Programming with pseudocode and Python AQA (9-1) GCSE

Computer Science: Programming with pseudocode and Python AQA (9-1) GCSE

Great for AQA (9-1) GCSE Computer Science revision and help with the programming project. This workbook covers the AQA GCSE Computer Science (8520) specification section 3.2 “Programming”. It includes a 116-page PDF document including theory, tasks and includes all the answers. Whenever possible pseudocode is shown alongside the Python code to allow students to compare the similarities and differences between them. Perfect for NQTs, non-specialist teachers or teachers who feel a little unsure about the qualification content and want to improve their subject knowledge. Also ideal as a teaching resource and covers programming in Python from the basics to more advanced techniques including writing to text files, 2D arrays and using subroutines. It also gives help on planning robust programs and testing programs along with the difference between an interpreter, a compiler and an assembler. Table of contents: Data types Variables and constants Iteration Selection Subroutines (procedures and functions Global and local variables Operators One-dimensional arrays Two-dimensional arrays Input and Output Reading from and writing to a text file String handling operations Random number generation Structuring programming Robust and secure programming Data Validation Creating a simple authentication routine Testing your programs Low-level and high-level languages Translators Other workbooks in this series: * Fundamentals of Algorithms GCSE revision student workbook Fundamentals of Data Representation GCSE revision student workbook * Computer Systems GCSE revision student workbook Fundamentals of Computer Networks GCSE revision student workbook Cyber Security GCSE revision student workbook Ethical, legal and environmental impacts
nwilkin
Testing and Review Sheet

Testing and Review Sheet

A double sided / 2-page document that is used for testing and peer reviewing a product or item. The testing and review is general purpose and can be applied to most items that have been developed or created, including programs / software. Aimed mainly at KS3 students but can also be used with KS4 students and easily adaptable if required.
conxxion
Computing Glossary (GCSE & A-Level)

Computing Glossary (GCSE & A-Level)

More than 600 computing terms explained in Plain English and designed to be used as exam answers - many of the definitions are based on the mark schemes of past papers. There is one file for A4 printing, one for an A5 booklet and a third, editable file, which you or your students can personalise. An excellent reference; it will certainly be a useful addition to any resource that you already have.
Maths4Everyone
Programming and Control PowerPoint

Programming and Control PowerPoint

This is a PowerPoint for a programming and control unit. It details work to be completed in the unit, giving some outline to Scratch and Python. For other worksheets and activities linked, see my other resources.
14bensona
Programming & Control SOW

Programming & Control SOW

This is a scheme of work for a programming and control. All details are included in the document, for any other help with worksheets and activities see my other resources.
14bensona
Flowcharts Workbook

Flowcharts Workbook

All instructions are included in the booklet. It is a booklet of exercises to teach students about the programming flow and how to use flowcharts. This is for KS3 groups but can be used at KS4 level.
14bensona
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
CS/IT Revision Mats

CS/IT Revision Mats

Please use these mats as a revision games to play in groups in the classroom. They should be printed on A3 paper and laminated so that it can be re-used. This means that students can write their initials on their square instead of using counters. The way the game is played can be manipulated. However, the main instructions are as follows (also included on sheet): Roll Two Die to Create a Co-ordinate. Place your coloured counter on the square that the roll corresponds to. If answer is correct, receive points as follows: Points: Red squares are worth 1, Yellow squares score 2 points, and Green squares score 5 points Grades: Red squares are 4/5 Grade, Yellow squares and 6/7 Grade and Green Squares and 8/9 Grade answers Please use a great revision resource for group work. Please also leave any feedback for future revision mats and how to improve them.
14bensona
CS/IT Revision Mat: Problem Solving

CS/IT Revision Mat: Problem Solving

Please use this mat as a revision game to play in groups in the classroom. This should be printed on A3 paper and laminated so that it can be re-used. This means that students can write their initials on their square instead of using counters. The way the game is played can be manipulated. However, the main instructions are as follows (also included on sheet): Roll Two Die to Create a Co-ordinate. Place your coloured counter on the square that the roll corresponds to. If answer is correct, receive points as follows: Points: Red squares are worth 1, Yellow squares score 2 points, and Green squares score 5 points Grades: Red squares are 4/5 Grade, Yellow squares and 6/7 Grade and Green Squares and 8/9 Grade answers Please use a great revision resource for group work. Please also leave any feedback for future revision mats and how to improve them.
14bensona
Computing Bee-Bot moon landing mazes for teaching algorithms

Computing Bee-Bot moon landing mazes for teaching algorithms

I am using Bee-Bots to teach algorithms in Year 2. For each of the eight mazes in this resource, the children write an algorithm to help Buzz Aldrin return to the moon lander whilst avoiding the craters. The children then test their algorithm before debugging it accordingly. Each maze is on 2 A3 sheets of paper that should be sellotaped together to make and A2 maze. When printing, a notification will come up about printable area, please ignore this and print anyway as the maze is designed to fit a Bee-Bot on top of it.
mrcarter78
Python Programming FULL COURSE

Python Programming FULL COURSE

This is a full unit of work for Python Software Development. There are 10 individual tasks for the students to complete, each of which take an average of 1 lesson to complete. Each task has several challenge activities to stretch students abilities and understanding and aims to get them independently learning. These activities again can be used to deepen comprehension and I use these as further lessons for students to develop their pseudocode writing skills etc. I have included a PPT file with the lessons objectives and aims, as well as the skills/area of coding covered by that particular task. Some of the tasks give the students some partially completed activities in Python, these are also included in a folder, as well as the fully working solutions to all of the activities. All in, this is a very thorough unit of work which will last anywhere from 10 - 30 lessons, depending how independent you want students to work, how long is spent designing plans for the program before implementing and how long is spent designing test tables and testing.
PaperAirplane
Y7 Computing Algorithms Unit

Y7 Computing Algorithms Unit

This is the unit of work I created to introduce my Y7 students to Algorithms, Problem Solving, Pseudocode and Computational Thinking. In the unit, there is the Activity Sheets which introduce: Grid References, Loops, Problem Solving, Trace Tables amongst others. The students trace code as it executes, keeping track of automated buses as they drive. Variables are brought in to track fuel, as well as booleans etc. This unit has been incredibly successful at boosting students understanding of developing and writing algorithms and when we move onto our units in Scratch coding / Python coding, they much better understand the terminiology All in, this can be 'rushed' in 6 lessons, or taking more time to delve into the Computing Acts can take it to 8 and beyond. With new GCSE and IGCSE courses covering some of the material, it is also something that could easily be expanded for students to undertake some of their own investigations into some relevant areas in AI etc.
PaperAirplane
Introduction to HTML & Web Design Lesson 1

Introduction to HTML & Web Design Lesson 1

Aimed at KS2 and KS3 students, this introduction to web design, using HTML is a structured practical approach to gaining fundamental knowledge required for ICT and computing courses at KS4. No expensive software required, effective and simple exercises. Clear objectives which identifies student level and assesses the student workbook provided.
chris_vidal
Honey Bee Study with Maths and Scratch

Honey Bee Study with Maths and Scratch

This resource has been made to use alongside the other Honey Bee Study packs, which teach children about evolution and adaptations. In this pack, children will take a closer look at the Maths used by bees in their honeycomb, before designing their own honeycomb in Scratch using Pens and Loops. An editable copy of resources is available for sharing on Google Classroom and Seesaw is provided with download. -------- You might also like: Honeycomb and Honey Bee Printing 'Pimp my Insect' Explanation Text FREEBIE! Colony Collapse Disorder - Persuasion Text Insect Study - Evolution & Inheritance Insect Study - Adapted Insect Forms
erinbrasington
Let's Start Coding: Code Car Simulator Lesson Plan

Let's Start Coding: Code Car Simulator Lesson Plan

Let's Start Coding Code Car Simulator Lesson Plan is used with the FREE Virtual Code Car found at www.letsstartcoding.com/hoc. The lesson plan provides ties with standards as well as step-by-step instructions for teaching beginners how to do real, typed code.
LetsStartCoding
Let's Start Coding: Lesson Plans and Quizzes for Grades 6-8

Let's Start Coding: Lesson Plans and Quizzes for Grades 6-8

The Let's Start Coding Lesson Plan book provides a step by step outline for instructors to follow. Each activity has time recommendations, essential questions and answers, aligned standards, and learning objectives. The lesson plans are used with the Let's Start Coding kits found on www.letsstartcoding.com, but are also a great example to identify cross-curricular coding standards as well as how to pace hands-on coding.
LetsStartCoding
Half a term Python debugging

Half a term Python debugging

An engaging resources which allows the learners to find errors marked with hashtags. The slides include the broken code (fixed code is on the teacher slides, separate and can also be received via email). Even if you choose not to use this for debugging exercises, it is useful for programming ideas for beginners to copy. After each script the learners are encouraged to state initial tests, actual tests, in preparation for GCSE NEA work. My learners raced up the stairs to start on these tasks, very enthusiastically. The topics include maths, strings, lists, tuples, concatenation, for loops, sub routines and appending to lists. The scripts can also be used as base scripts for other ideas. At the end of the half term of work, there is a challenge project, worded like a very watered down GCSE project. Enjoy!
hoof_hearted
Let's Start Coding: Programmer's Notebook for Grades 6-8

Let's Start Coding: Programmer's Notebook for Grades 6-8

The Let's Start Coding Programmer's Notebook contains real-life application questions pertaining to how real, typed code is used in the world around us. The Programmer's Notebook also contains a C++ code cheat sheet for students to use in identifying correct functions and statements. The Programmer's Notebook also has an alphabetically arranged coding glossary for students to use to fill out definitions in their own words and to write examples. This resource can be used with or without the Let's Start Coding kits found at www.letsstartcoding.com
LetsStartCoding
Let's Start Coding: Grades 4-5 Programmer's Notebook

Let's Start Coding: Grades 4-5 Programmer's Notebook

The Let's Start Coding Programmer's Notebook contains real-life application questions pertaining to how real, typed code is used in the world around us. The Programmer's Notebook also contains a C++ code cheat sheet for students to use in identifying correct functions and statements. The Programmer's Notebook also has an alphabetically arranged coding glossary for students to use to fill out definitions in their own words and to write examples. This resource can be used with or without the Let's Start Coding kits found at www.letsstartcoding.com
LetsStartCoding
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
Application of Computational Thinking - Create an Interactive Story

Application of Computational Thinking - Create an Interactive Story

This unit of work introduces students (I use this with year 7) to the concepts of computational thinking and logical thinking. It is split into three fully differentiated sections: 1. Design an interactive story using a flowchart to identify the key decision points within your story. 2. Create an interactive story using PowerPoint, hyperlinking the slides to the correct locations. 3. Test and evaluate your story and make improvements where required. I have included some slides to provide additional assistance, for example hyperlinking auto shapes, removing the on mouse click advancements, etc. Alongside developing computational thinking skills, this unit is also an opportunity for students to develop their graphic design skills. I have also included an example interactive story so students can get an idea of what they could create themselves, while considering what they could make even better themselves. This resource is a perfect continuation from my Introduction Computational Thinking for KS3 resource! ***Please Leave a Review***
RobbotResources
Beginners while loop plenaries / starters

Beginners while loop plenaries / starters

There are enough here to attach to a whole harm term of work (7 activities with solutions). The activities can either be used as a warm up starter, a recall to retain, or a plenary to check understanding. The activities are all different, and have things like spot the errors, true false, cloze sentences, amongst other things. Very engaging, and they bring real life situations to what can be quite a dry subject. I hope your learners are enthused with these activities as mine have been.
hoof_hearted
Expected Questions for Prerelease Computer Science 2210 Oct/Nov 2017.

Expected Questions for Prerelease Computer Science 2210 Oct/Nov 2017.

This Worksheet is composed on the questions asked in Prerelease on Computer Science- 2210 for O' Level Task wise (o478 can also benefit from this worksheet on Expected Questions. After completing this worksheet students will be able to: 1. Understand and apply the use of variables. 2. Understand and apply the use of constants 3. Understand and apply the use of Arrays/Data Structures 4. Understand and apply the use of Validation Checks 5. Understand and apply the knowledge on, How to correct Errors? 6. Understand and apply the use of Library functions such as Time and format
suas2016
Lightbot - Hour Of Code - Algorithm - 3 week unit and worksheets.

Lightbot - Hour Of Code - Algorithm - 3 week unit and worksheets.

Included in this pack there is. - Lesson plans for teachers including solutions to all Lightbot Hour of code lessons and links to website and other useful videos. - 3 presentations for use within the classroom. - Worksheets for use for end of two lessons. Lightbot is a brilliant resource for use with year 4 and beyond with a puzzle style game play to help children learn about algorithms, loops and procedures within code. This is for use in partnership with hour of code Lightbot by CODE.org.
winstateach
Engaging two or three week Python project for beginners / intermediate / competent users

Engaging two or three week Python project for beginners / intermediate / competent users

Fabulous presentation for a 2 or 3 week Python project. The idea is that they use IF to make a multiple choice quiz (code examples given). Learners are immediately engaged by following a flow chart, and describing what the diagram does. They then have to alter some pseudocode to come up with the first question for their quiz, using IF a,b,c,d etc. The coding ramps up with scoring, and using ELIF. More competent users are challenged to use a main menu, with sub routines so the end user can choose which quiz they would like to do. Then super human coders can learn how to read and write text files to record the leaderboard. To do this, they must look at the coding for Edexcel Fixture NEA from 2017 (please email me for the files if you don't have them (annemariebradshaw@Hotmail.com). There is also a link to a great independent learning site for Python skills. The presentation includes LO, outcomes, 2 extended learning (hwk) tasks, peer assessment with the focus given on a worksheet, and practice debugging with a sabotage task (which really gets them digging into the code in the most devious of ways :-). Fabulous differentiation got these lessons 'outstanding' on a LW and LO. Feedback from the kids was that they loved working at their own pace, and developing something personal to them. Great stuff!
hoof_hearted
Free Primary Computing Lesson - Halloween with HTML

Free Primary Computing Lesson - Halloween with HTML

A computing lesson plan and associated resources for KS2 children designing a Halloween themed invitation. Introduces basic HTML and CSS and includes step-by-step lesson plan, support materials and pre-written HTML/CSS template. More free primary computing lessons and resources available at www.icompute-uk.com
iCompute
Teaching Python Coding: An Exercise for GCSE Computer Science coursework preparation-Answers

Teaching Python Coding: An Exercise for GCSE Computer Science coursework preparation-Answers

This Power Point supports students preparing for GCSE computer science, using python code for notorious game rock paper scissors. Students are expected to examine the code by identifying variables, explaining the coding keywords, structure and approach. In addition, students are given the opportunity to test the code and come up with suggestions for improving the design. Solutions to all questions provided.
chris_vidal