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#### Knowledge Organiser Sequencing and Programming using Scratch

Designed for use with yr 7, but suitable for any age using Scratch as a programming platform.

#### Coputational Thinking Decomposition and Abstraction Workbook

A workbook suitable for introducing or consolidating knowledge of computational thinking aspects of decomposition and abstraction. Approximately 1 hour of work and opportunities for extension.

#### Inspiring interest in radio communications

SDRplay provide a “software defined radio” (SDR) which turns a Raspberry Pi or PC into a full communications receiver capable of picking up radio signals across the spectrum from long waves to microwaves. All you need is the SDR and a simple antenna which is often just a length of wire. This simple tutorial can help a class pick up signals for themselves: https://youtu.be/JvP8t8aPmRw and this inspiring video shows how a class can pick up actual pictures from the International Space Station (first the class can practice on other signals and when they are ready, they can time their listening for when the ISS is transmitting pictures and passing overhead. See: https://youtu.be/vRwH0FlH9MA Potentially SDRplay can lend a school an RSP1A, or they can be bought with educational discount by emailing jon.hudson@sdrplay.com (SDRplay co-founder)

#### KS3 Computer Science - Python programming

Complete scheme of work for teaching Python programming to KS3 students. 21 hours of work subdivided into 8 lessons complete with learning objectives, powerpoints, and pre-written exemplar python programs to support the delivery of the course. The scheme of work comes complete with an overview of what should be covered in each of the assigned lessons. Covers: Programming languages and syntax Data types in python Variables to store data types Functions in python Writing and recalling a function IF statements in python Programmers annotation Mathematical operators in python Comparison of variables to constant Nested IF statements and ELIF Importing and using the random function Programming challenges A good start to building a basic understanding of Python programming at KS3 that leads nicely into the GCSE specifications of most examination boards.

#### Producing Robust Programs 3 - Test Data Part 2

A year 10 resource I created as part 3 of 3 lessons on Creating Robust Programs. This lesson continues with the below outcomes and LOs using exam questions and a differentiated-by-ability code sabotage exercise. Outcomes: • Understand the different types of Test Data: Valid / Invalid / Erroneous / Border. • Create a Test Table. • Demonstrate how to fix sabotaged code. Learning Objectives: • Pupils to gain understanding of test data types through creation of a test table. • Pupils to familiarise themselves with code then to fix it when sabotaged. Pupils assessed on exam questioning. PowerPoint, resources and lesson plan template included.

#### Producing Robust Programs 1 - Defensive Design

A year 10 resource I created as part 1 of 3 lessons on Creating Robust Programs. This lesson introduces the following concepts: Anticipating Misuse; Planning for Contingencies; Validation of Input; Authentication using scaffolded exercises, extension and AFL. Outcomes: • Describe defensive design considerations: o Anticipating Misuse o Planning for Contingencies o Validation of Input o Authentication Learning Objectives: • Pupils to undertake 6x coding exercises regarding validation of input and authentication. • Pupils to complete AFL exercise before and after the lesson, demonstrating understanding. PowerPoint, resources and lesson plan template included.

#### Year 7 Computing/ICT Scheme of work & Resources

Complete collection of Scheme of work, lesson plans, Power Points and homework for Year 7 introduction to computing and ICT. Includes: Topic 1 - Introduction &amp; using computers safely and effectively • 7 Lessons, Power Points, Assessment, Homework and Pupil Progress Diary Topic 2 - Introduction to coding through Scratch • 5 Lessons (can be stretched depending on pupil progress), Power Points, Assessment, homework and Pupil Progress Diary Topic 3 - Spreadsheet Modelling • 6 Lessons, Power Points, Assessment, homework and Pupil Progress Diary All lessons are ready to teach and require minimal, if any preperation (may need tweaking to work with your school system) - everything is provided! Pack includes a scheme of work with lesson objectives and lesson overview and how these lessons fit into and satisfy the new National Curriculum for Computing. Ideal resource for non-specialists to follow, or for a specialist to pick up and run with. Feel free to adapt the resources as needed. All lessons are ready to teach. Year 8 and Year 9 packs coming soon.

#### Doing Stuff with Python - a guide for beginners

Delivering subjects like programming to mixed ability groups can be challenging, where ‘fire-fighting’ simple script issues for less able students, eats into the time you have to work with your more able students. This guide is intended to help to address these issues: A ‘self-help’ file for your students, in the form of a standalone web page (no Internet required). Issue to your students, or place it on your VLE. Make it easier for less able students to find the help they need. Example scripts are extensively commented. Examples can be copied and pasted direct from the web page into student’s IDE. Topics covered include: Variables. Data types. Numbers. Booleans. Assignment and Equivalence Operators. Comparison Operators. Strings - using tabs; indexing; slicing; converting, concatenation. Using Modules. Working with dates. Lists - indexing; slicing; change/add/remove items; remove duplicates; count occurrences; extending; clearing; sorting; searching; nested lists; list comprehensions. Sets - creating; check items; add items; remove items. Dictionaries - creating; looping through; searching. Tuples - creating; packing; unpacking; searching. Getting / Validating User Input. Controlling program flow - If statements; for loops; while loops; using range; using continue, augmented assignment. Functions - creating; scope of variables; avoiding duplication of variables. File Input and Output - modes; opening; reading; writing; using the with keyword. Using SQLite and CSV Databases. Troubleshooting - Self Help; Indentation; Tab Stops in output; Indexing and Slicing; Comparing Dates; Operator Precedence; Errors and Exceptions. Miscellaneous Items - validate an email address; checking user-supplied data; working with ini files; specifying Octal / Hexadecimal / Binary digits; converting numbers to Binary; generating random strings and numbers; simple Noughts and Crosses game.

#### App Inventor Alluring Audio - (Lesson 4)

This is the forth lesson in the ‘App Inventor’ scheme of work. This lesson combines practical and theory to teach the “representing sound” concepts covered in the Computer Science 9-1 GCSE specifications, (including; sample rate, sample resolution &amp; calculating audio file size.) All lessons within the scheme are targetted at KS3/KS4. Each slide includes detailed notes to support teacher understanding and have been based on a lesson plan structure. There is no prior knowledge required from the class teacher as the guides provided are step-by-step &amp; all code is catered for in the documentation provided. For this lesson a video tutorial is available to support learners with the design of their app. The lesson includes a minimum 45 minute assessment (electronic &amp; paper based included) with mark scheme both of which are custom made, this will truly test learner’s understanding. Using the ‘App Inventor’ emulator or a mobile device with the 'MIT App Inventor app’ installed will allow learners to practically use the apps they build. The app can be downloaded freely from the ‘Google Play’ store.

#### OCR A Level Computer Science Project Marksheet (self and peer marking)

Empower your A Level student’s to stick to the mark schemes and reflect more accurately on their own work. This resource has been designed against the OCR A Level Computer Science Non-Exam Assessment to enable students to reflect on and mark their own coursework. No more constant meetings, readings and feedback, and no more students wasting their efforts on producing work that doesn’t fit the mark scheme. Students use this as the back bone and driving structure behind their work. The resource includes instructions for students, how to mark and reflect, and encourages them to mark their page numbers against their projects to speed up final marking by the teacher. A Data Sheet at the back is for teachers to update the grade boundaries for each year’s cohort. This also enables the teachers marking the coursework to make sure that their marking is moderated as the scheme leaves little to interpretation. For each mark statement ask yourself, is this true or false? What pages has this been demonstrated on? One of my most useful and valuable resources that I’ve developed for my practice at A Level teaching, I’m currently working on an AQA equivalent for my new school.

#### Try Except ValueError lesson

A one hour validation lesson which engages students and shows them why, and how we use validation. They must be taught integer input first to understand this lesson. There are bronze silver and gold outcomes and resources are on the ppt itself.

#### Small Basic Text Window (Using For and While Loops)

Worksheet for students to assist them in generating Small Basic code to write a times table and list multiples of a number. (Output in the Text Window) This activity will develop understanding of For and While loops (and consoldiate use of a variable e.g. name) Answers for the teacher included. The worksheet is available in** .docx** and **.pdf **formats.

#### Patterns On Python (Lesson)

a power point which features a lesson based on using python programming to create a graphical pattern

#### Python Basics Help

a power point which details some of the different aspects of python programming, covering such topics as variables, debugging, comments and statements

#### Small Basic Graphics Window (FULL LESSON drawing a polygon)

FULL LESSON for teaching students how to use Small Basic Graphics Window. **Learning objectives: • Identify mistakes in Small Basic code • Predict what given code will do • Choose code to complete a given outcome Some students will be able to: Comment their code ** Teacher presentation included for large display. Full lesson plan included. 3 levels of worksheets included for use with differentiated groups in your classroom. PowerPoint with further examples of small basic code for optional demonstration to students/further explanation of lesson outcomes.

#### Python Cheat Sheets: Variables, Lists, Selection, Iteration

This is a group of ‘cheat sheets’ for students to use when programming. The sheets include: an explanation of the topic, the correct syntax and common errors. The sheets have common misconceptions on them. This allows students to refer to these when programming to increase their independence. I have used them as a laminated class set that I can hand to students when they ask me about an error.

#### Python Pack

a collection of text files which feature python code including: Creating coloured patterns Guess the Number X’s and O’s

#### X's and O's Python Game

a text file which contains the python code for a X’s and O’s game

#### Two Python lessons on arrays

An engaging resource which develops an understanding of manipulating lists in Python. There are two lessons here, first to introduce the topic and the second to consolidate learning. The answers are included as are extended learning tasks.

#### Computational Thinking - Decomposition and Abstraction

A whole lesson with information slides and activities to introduce the computing concepts of decomposition and abstraction. Includes an extended writing task focusing on A.I with accompanying informational video links.

#### Mr Beresford's Guides

a collection of Mr Beresford’s Guides featuring Excel Kodu Serif Web Plus X7

#### Scratch Project

a power point for a lesson based on a Scratch Project

#### Scratch Introduction

a lesson power point based on a Scratch Introduction

#### Data & Data Representation Bundle

this bundle contains a number of lessons and worksheets on the topic of Data &amp; Data Representation, while also including aspects of programming and digital graphics

#### Guess The Number

a notepad file which contains the code to create a Guess The Number game

#### Python Big Red Pattern

a notepad file which contains the code to create a large pattern using python, the code can be edited to change the colour of the pattern

#### Creating Patterns In Python

a notepad file which contains the code to create a pattern using python, the code can be edited to change the colour of the pattern

#### Mr Beresford's Guide To Kodu (Ver 1)

Mr Beresford’s Guide To Kodu (Ver 1) has been created to assist pupils when attempting to learn kodu game lab

#### Scratch Workbook

a workbook which contains a mixture of information and tasks based on the topic of scratch

#### Summer 2018 NEW Computer Science dingbats - end of term educational game

As the last dingbats last year was hugely popular, I have created another for this summer. This could be used as an end of term educational lesson, or chopped up and put on your lesson as an engaging activity when they enter the room. There are 18 different dingbats, and the answers are included after each one. Enjoy!

#### KS3 Introduction to Programming & Python

I created these resources as an introduction to the basics of programming and Python. It covers around 3-4 weeks of lessons (I had mine 3 times a week). The topics it covers are: High-Level and Low-Level programming introduction An introduction to Python IDLE Syntax Built in commands and what they mean, including colours of the text Hello World in Python Variables Naming rules of variables including camelCase Input Selection Indentation Maths programs Efficiency of programs Data types Algorithm practice Testing The PowerPoint has some notes as a brief guide. The end of the lessons is a small project which enables them to practice the skills they have been taught. I have provided some support sheets to help students. I have left the PowerPoint blank to enable you to customise.

#### App Inventor FortuneT --- (Lesson 3)

This is the third lesson in the ‘App Inventor’ scheme of work. This lesson introduces programming concepts including; Variables, data structures &amp; the randomise method in a completely interactive manner. All lessons within the scheme are targetted at KS3/KS4 and appropriately mapped to elements of the Computer Science 9-1 GCSE. Each slide includes detailed notes to support teacher understanding and have been based on a lesson plan structure. There is no prior knowledge required from the class teacher as the guides provided are step-by-step &amp; all code is catered for in the documentation provided. Using the ‘App Inventor’ emulator or a mobile device with the 'MIT App Inventor app’ installed will allow learners to practically use the apps they build. The app can be downloaded freely from the ‘Google Play’ store.

#### Presentation: how a selection sort works

Presentation on how a selection sort works. It includes: A presentation explaining the principle of operation behind a selection sort A presentation introducing the code written in python to perform a selection sort The selection sort python code in a separate text file.

#### Planning to Code (DS for Kids aONP)

10 single-page resources that require the planning of data structures as a prerequisite for coding. Simple variables, lists and more complex structures.

#### Greenfoot crab tutorial

This resource takes your students through the crab tutorial step by step and also gives them some challenges along the way. A perfect resource to introduce Greenfoot with. I used this with my students for the WJEC/Eduqas GCSE specification

#### 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.

#### App Inventor Drawing Tools -- (Lesson 2)

This is the second lesson in the ‘App Inventor’ scheme of work. This lesson introduces learners to being able to apply drawing tools in ‘App Inventor.’ Learners will code a solution to a given problem and will apply computational thinking skills. All lessons within the scheme are targetted at KS3/KS4 and appropriately mapped to elements of the Computer Science 9-1 GCSE. Each slide includes detailed notes to support teacher understanding and have been based on a lesson plan structure. There is no prior knowledge required from the class teacher. Using the ‘App Inventor’ emulator or a mobile device with the 'MIT App Inventor app ’ installed will allow learners to practically use the apps they build. The app can be downloaded freely from the ‘Google Play’ store.

#### Introduction To App Inventor --- (Lesson 1)

This is the first lesson in the ‘App Inventor’ scheme of work. This lesson is aimed at giving learners an introduction to app development and within this lesson learners will have scope to build their first app. All lessons within the scheme are targetted at KS3/KS4 and appropriately mapped to elements of the Computer Science 9-1 GCSE. Each slide includes detailed notes to support teacher understanding and have been based on a lesson plan structure. There is no prior knowledge required from the class teacher. Using the ‘App Inventor’ emulator or a mobile device with the 'MIT App Inventor app ’ installed will allow learners to practically use the apps they build. The app can be downloaded freely from the ‘Google Play’ store.

#### Create your own dance sequence (Algorithms, Coding and STEM for Juniors)

Teach younger students the basics of following and creating algorithms with these fun and engaging worksheets.

#### Name that Animal QR Code Challenge ( STEM for Juniors )

Introduce your students to QR codes with these easy to follow worksheets incorporating the concepts computational thinking and abstraction.

#### Coordinates Color in ( Coding and STEM for Juniors )

✨ Teach your students the basic elements of coordinates, pixels and how a television screen works with these simple to follow coordinate color in worksheets.