1. Resources Home
  2. Whole School
  3. Computing
  4. Algorithms and programming
IF, ELIF and Nested IF in Python

IF, ELIF and Nested IF in Python

This activity this aimed at KS3 and KS4 students, it is ideal for class exercises, revision or an extended homework. The focus of the exercises are: What an IF statement is. How to program an IF statement. What different Boolean operators there are. What an ELIF statement is. How to program an ELIF statement. What a Nested IF statement is. How to program a Nested IF statement. The code for the basic extension task has been provided to demonstrate to students what would be expected. As Python files cannot be uploaded to TES, the code has been copied onto a Word document.
Rethink_Education
Data types in Python

Data types in Python

This activity this aimed at KS3 and KS4 students, it is ideal for class exercises or an extended homework. The focus of the exercises are: Recapping the key data types that are used in Python for their GCSE. Practice fill in the gap questions based on those data types. Explaining how data types are used in relation to a chunk of code. Using keywords in their answers for good practice. Understanding concatentation and how it is used with different data types.
Rethink_Education
Variables in Python

Variables in Python

This activity this aimed at KS3 and KS4 students, it is ideal for class exercises or an extended homework. The focus of the exercises are: How to create a variable in Python How to assign a variable value in Python How to change a variables value in Python How to allow an end user to assign a value to a variable in Python Build understanding by reading code which has been written in Python or just in text.
Rethink_Education
Raspberry Pi Project - Seven Segment LED (uses of binary registers)

Raspberry Pi Project - Seven Segment LED (uses of binary registers)

This project demonstrates how a binary code can be used to create a digital display When teaching about the uses of binary registers at (I)GCSE, I sometimes find that pupils find it a little difficult to appreciate. I created this quick project which uses a Raspberry Pi and a seven-segment LED. The GPIO interface is hidden in the Python (class) file and you don’t need to worry about how that works if you don’t want to. I have included instructions (including pin set up), the Python class file and a demo program.
jambobex
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
Python Programming with Pseudocode 3

Python Programming with Pseudocode 3

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
Python Programming with Pseudocode 2

Python Programming with Pseudocode 2

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
Python Programming with Pseudocode 1

Python Programming with Pseudocode 1

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
Flowgorithm Exercise

Flowgorithm Exercise

This exercise is aimed at KS3 students that have a basic understanding of Flowgorithm. It can also be used to help students studying GCSE as a simple assessment. It is ideal for a class task or as an extended homework task. Once students have completed this they should have a firm understanding of: Concatenation using Flowgorithm Selection using Flowgorithm
Rethink_Education
Variables, Data types, Input and Selection

Variables, Data types, Input and Selection

This lesson is ideal for helping students use Flowgorithm. It introduces the concepts of variables and data types in Flowgorithm. This can be used at KS3 and KS4 as an introduction to programming. The students will create two flowcharts during this lesson: 1) A very simple one that uses inputs 2) A grade calculator that takes input from the user. Once students have completed this lesson they will be able to use Flowgorithm to: Get the user to enter an input. Use concatenation. Make decisions based on user input. This includes a paper based exercise for the students to use in class or it can be used as homework.
Rethink_Education
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
Pollen Hunter Directions - Interactive Game - KS1 Geometry

Pollen Hunter Directions - Interactive Game - KS1 Geometry

KS1 Geometry - Pollen Hunter Directions - Interactive Game This interactive activity tasks pupils with moving the bee around the field to collect all the pollen, whilst making sure the seagull doesn’t catch them! Pupils use the directional arrows to move the bee. Challenge pupils to collect all the pollen in as little moves as possible. This is a great resource for practising directions and movement.
Tes_elements
Algorithms for OCR GCSE (9-1) in Computer Science (J276)

Algorithms for OCR GCSE (9-1) in Computer Science (J276)

Algorithms Student Workbook This student workbook is ideal for students, non-specialist teachers, NQTs any anyone who wants to learn more about algorithms and computational thinking to gain confidence in the OCR GCSE (9-1) in Computer Science (J276) “2.1 Algorithms” specification. Can be used in the classroom as a teaching aid, for self-study or as a revision tool. This 69-page PDF which covers the theory and includes ready-to-use tasks and even includes the answers. It uses the preferred OCR specific pseudocode ad flowchart standards, so you know your pupils will be confident with the OCR language and symbols in their exams. Table of Contents: • Computational thinking • What is an algorithm? • Computer programs and algorithms • Decomposition • Abstraction • Algorithmic thinking • Basic Pseudocode • Recap programming basics • What is an expression? • Camel Case • Setting the value of an expression • Arithmetic Operations • Relational Operators • Boolean Operators • Input and Output • Iteration • Selection • Nesting statements • Switch case • Dealing with strings • ASCII and Unicode • Arrays • External files • Reading from external files • Writing to an external file • Sub programs • Flowcharts • Flowchart symbols • Drawing loops in flowcharts • Understanding flowcharts • Showing sub programs in flowcharts • Standard searching algorithms • Linear search • Binary search • Standard sorting algorithms • Bubble sort • Merge sort • Insertion sort
nwilkin
Computer Coding Projects using Python - Bundle

Computer Coding Projects using Python - Bundle

This support pack is designed to provide a stimulating, engaging and effective way of preparing both teachers and students for the Non-Examined Assessment Component of the 9-1 GCSE in computer science. The pack contains: Help sheet 1 - Creating a board game using Python - Includes a complete set of instructions Help sheet 2 - Creating a database using Python - Includes a complete set of instructions Help Sheet 3 - Menus, Lists and Exporting using Python - Includes a complete set of instructions Programming project Sample Task 1 - Archside Academy Detention Database. Including: • NEA sample project scenario • NEA sample student solution • NEA sample Python code Programming project Sample Task 2 - Quiz Board Game Including: • NEA sample project scenario • NEA sample student solution • NEA sample Python code
edulitolearn
Program Errors and Resilience Algorithm

Program Errors and Resilience Algorithm

This flowchart shows the links between fixing errors and resilience and also that repeated practice leads on to mastery, the more programming is practiced, they better you will get! The flowchart algorithm can be used in classes as a discussion point and a display. The embedded graphic can be resized, printed, cut-out and stuck into exercise books as a reminder that making mistakes is OK, normal and part of the programming cycle.
conxxion
Python Version 3: Variables and Memory

Python Version 3: Variables and Memory

Python Version 3: Variables and Memory This is a high resolution poster that shows Variables and Memory. This is ideal as a poster on the wall or as a quick reference for the students. It covers variables, initialise, assign, identifier and memory address locations. The zip files contains the poster in both high resolution for a poster on the wall and a lower resolution to print in the students books or to place on the students drive. Please have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of other Python teaching resources.
wsparrow
Creating a Simple Board Game using Python

Creating a Simple Board Game using Python

This resource can be used to teach students how to create a simple board game. It starts from the very basic idea of creating a grid to producing a complete game. It will take students two to three hours to complete.
edulitolearn
Python 3: Variables Lesson 2 with instructional videos

Python 3: Variables Lesson 2 with instructional videos

Computer Science new curriculum Python 3: Variables Lesson 2 with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Lesson outcome: To be able to create a number guessing game using variables, input and import random Lesson Aim: To introduce and use variables to create a number guessing game. This 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), (The videos covers: variables, data types, constants, random and import.) differentiated exercises, and the completed python files Download all the files into the same folder and run Python 3 Power Point 3.variables Have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of each unit
wsparrow
Creating Fun Games Using Python - Bundle

Creating Fun Games Using Python - Bundle

These resource has been produced to teach KS2/KS3 students about programming concepts by creating fun games using the text-based programming language Python. The activities and challenges have been designed to provide a stimulating, engaging and effective way of improving students’ knowledge of the core programming concepts.
edulitolearn
Python 3: Variables with instructional videos

Python 3: Variables with instructional videos

Computer Science new curriculum Python 3: Variables with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Lesson outcome: To be able to use different data type variables, create a flowchart and pseudocode for creating a number guessing game. Lesson Aim: To introduce and use variables. This 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), (The videos covers: variables, data types, flowcharts and pseudocode.) differentiated exercises, and the completed flowchart and pseudocode Download all the files into the same folder and run Python 3 Power Point 3.variables Have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of each unit
wsparrow
Creating Fun Games Using Python - Two Player Horse Race Game

Creating Fun Games Using Python - Two Player Horse Race Game

This photocopiable resource has been produced to provide KS2 and KS3 students with exciting and engaging opportunities to learn coding concepts using Python in a fun standalone project. Students learn about the random module, while loops, IF functions and variables. The project takes around one hour to complete and includes a series of activities to extend learning.
edulitolearn
Creating Fun Games Using Python - Mystery of the Crystal Ball

Creating Fun Games Using Python - Mystery of the Crystal Ball

This photocopiable resource has been produced to provide KS2 and KS3 students with exciting and engaging opportunities to learn coding concepts using Python in a fun standalone project. Mystery of the Crystal Ball - Students have fun looking into their future. Students learn to use the time and random modules, Variables and IF-ELIF statements. The project takes around one hour to complete and includes a series of activities to extend learning.
edulitolearn
Creating Fun Games Using Python - Guess the Number

Creating Fun Games Using Python - Guess the Number

This photocopiable resource has been produced to provide KS2 and KS3 students with exciting and engaging opportunities to learn coding concepts using Python in a fun standalone project. Guess the number -Students have fun making a game to guess the number. They learn to use IF-ELSE Statements, the random module, variables and nested IFs. The project takes around one hour to complete and includes a series of activities to extend learning.
edulitolearn
Creating Fun Games Using Python - Play the Name Game

Creating Fun Games Using Python - Play the Name Game

This photocopiable resource has been produced to provide KS2 and KS3 students with exciting and engaging opportunities to learn coding concepts using Python in a fun standalone project. Play the name game - Students have fun with their name. Students learn about print statements and manipulating text. The project takes around 30 minutes to complete and includes activities to extend learning.
edulitolearn
Creating Fun Games using Scratch - Bundle

Creating Fun Games using Scratch - Bundle

This photocopiable resource has been produced to provide KS2 and KS3 students with exciting and engaging opportunities to learn coding concepts using Scratch in a series of 4 fun standalone projects. The projects are: Game 1 - Burst that Balloon- Students create a balloon game. They must burst the balloons to score points. Game 2 – Pong - Students create the traditional one player game of Pong. Game 3 – Frog Fun - The frog has to catch the butterflies to score points and must avoid the ladybirds. Game 4 - Catch the Birdy - The Scratch cat is being chased by an angry dog. The cat must catch the birds that are flying by whilst at the same time avoid the dog. Each project takes about an hour to complete and all of them include a series of challenges.
edulitolearn
Python Version 3: Data Types

Python Version 3: Data Types

Python Version 3: Data Types This is a high resolution poster that shows the different data types in Python Version 3. This is ideal as a poster on the wall or as a quick reference for the students. The zip files contains the poster in both high resolution for a wall poster and a lower resolution to print in the students books or to place on the students drive. Please have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of other Python teaching resources.
wsparrow
Python Version 3: Variable, value and statements

Python Version 3: Variable, value and statements

**Python Version 3: Variable, value and statements ** This is a high resolution poster that shows the Variable, value and statements in Python Version 3. This is ideal as a poster on the wall or as a quick reference for the students. The zip files contains the poster in both high resolution for a poster and a lower resolution to print in the students books or to place on the students drive. Please have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of other Python teaching resources.
wsparrow
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