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SCRATCH - making a game stage 2

SCRATCH - making a game stage 2

This PowerPoint has video descriptions of how to add features to a simple driving or maze navigation game. I used it with year 3 and made this to help the teachers who were not confident or familiar with SCRATCH themselves. They were able to play the pages and then get the children designing, making, innovating and debugging their games. It is a large file, so allow time for it to download.
NickAHutson
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
iPad - Wallpapers with Rules & Numbers

iPad - Wallpapers with Rules & Numbers

iPad wallpapers with rules & numbers #1-40. Use the wallpaper space to display Apple iPad rules with these iPad wallpapers specially designed for the classroom. You can organize your iPad in a shared cart or 1 to 1 by matching the numbered background images with the students names. Included in this package is a guide for your students to follow to upload and set the background image independently! Since the backgrounds have 10 different colors, you can also use this for easy grouping. Hold students accountable for their iPad every time they sign in to their Apple iPad! **Note: This package is in a ZIP file. iPad Rules: • Do not share your username & password • Use with clean & dry hands • No food or drink nearby device • Hold bottom with two hands • Use only approved apps Includes: Images • 40 high quality png numbered backgrounds in 10 colors • 10 high quality png backgrounds without numbers PDF • A guide for the students to change the wallpaper themselves • A class list template for the teacher to fill out to correspond which student has which chromebook
rombop
SCRATCH -how to make a game, step by step

SCRATCH -how to make a game, step by step

A PowerPoint with step by step videos introducing a class (and teacher?) to the stages of making a very simple driving game. It was made to help teachers who are not confident about introducing SCRATCH coding to a class. Load and play a step at a time. It’s quite a big file so be patient. Also available, with planning etc from http:bit.ly/sjsresources
NickAHutson
Introduction to Python 3.5/6 Primary to O Level Series 1-45 Pages

Introduction to Python 3.5/6 Primary to O Level Series 1-45 Pages

Introduction to Python 3.5/6 includes the smooth and basic track for learning and getting hands-on experience in Python. It has been focused for Beginners, students of Primary to O’ Level can get command over it. This is a first part consists of 40 Pages. The whole book is going to be stored sooner.
suas2016
SCRATCH 2 - an introduction

SCRATCH 2 - an introduction

This is a PowerPoint introducing the areas of the SCRATCH 2 screen for staff and pupils who are not confident with SCRATCH 2. It is basically the “little talk” I give year 3 pupils before they start a unit to create a driving game. I hope others find it useful…
NickAHutson
Primary Computing - Understanding Pattern Recognition - Scratch Project

Primary Computing - Understanding Pattern Recognition - Scratch Project

First, familiarise yourself with the terms Pattern Recognition and Decomposition, by watching Part 5 of “Delve in, for twelve min!” (Video linked above). Give the children the ‘Pattern Recognition’ scratch project. Children have to find different ways to reduce the amount of code that is repeated. I’ve included 3 different solutions; Broadcast (Not always the best solution, please see Part 6 of “Delve in, for twelve min!” on ‘concurrency and dependency’ ) Make a Block function (more advanced when you include number input) Using Make a block, selection and repetition (You can see how much smoother the code runs straight away) Please let me know how you get on! Cheers Phil Wickins
PhilWickins
GCSE ICT

GCSE ICT

The very best from gwhiting7 and his award winning GCSE ICT Resources, including: Workbook (usually £13.50) Individual worksheets on a range of topics (usually £2 each) Mind-maps (usually £4 each) Wordsearches/crosswords (usually £4 each) Fillable assessment forms (usually £3 each) Read my reviews - all top quality resources that can be used for KS3, 4 and 5.
gwhiting7
Clever Tykes enterprise education pack: Code-it Cody walkthrough and lessons KS2

Clever Tykes enterprise education pack: Code-it Cody walkthrough and lessons KS2

The Code-it Cody teacher’s guide. Exciting enterprise education for key stage 2 children including 8 lesson plans. Perfect for parents and teachers alike to get the very most out of Code-it Cody. When the Computer Club competition is announced, Cody and his friends must put their coding skills into action. Cody begins a quest to research current computer games before creating the prototype of his very own. After months of hard work, the moment of truth arrives. Cody and the other Computer Club members have to pitch their prototypes in front of a panel of teachers! Cody’s friend Hana has produced a game that everyone will really like. Can Cody do better?
clevertykes
Printable Code-it Cody activity pack: Clever Tykes Enterprise Education Storybooks

Printable Code-it Cody activity pack: Clever Tykes Enterprise Education Storybooks

Print-at-home activity book containing six fun activities for a rainy day! Includes crosswords, word searches and puzzles, around the theme of Code-it Cody and the messages of coding and enterprise education in the Code-it Cody storybook. Suitable for KS2 Contents: Message from Cody and introduction Dot-to-dot Mr Chip’s computer chip challenge Word search Design Cody’s next game Binary codebreaker Super Crazy Galaxy Invaders Answers page
clevertykes
KS2 - Computing - Scratch - Racing Games

KS2 - Computing - Scratch - Racing Games

A unit of work using Scratch that teaches children to code a racing style game. covers a wide array of computer science and digital literacy areas of the KS2 curriculum so is suitable for years 3-5, possibly even 6 if more focus is paid to variables and use of other software and technology to contribute to the final program. Teaches navigation of Scratch software, adding and editing backgrounds and sprites. Coding conditionals and variables and using messages and other events to organise the game. Developed over six or seven weeks, with extra time at the end for completion and sharing of the work. Includes toolkits, images, sounds and examples of the coding in scratch files for every stage/lesson, an overall example that chn look at in each lesson and a broken example chn use to practice debugging code toward the end of the unit. Objectives covered includes: LO: To code sprites to move based on user input. LO: To use conditionals to cause sprites to react to backdrop. LO: To use conditionals to cause sprites to react other sprites. LO: To use conditionals to effect events. LO: To use a variable to effect events. LO: To debug code to make it work as intended. LO: To digitally share work and feedback with other users.
duncanjhmacdonald
KS3 Waves: Bloodhound SSC Jet Car Supersonic Shockwaves and Aerodynamics Video- 4 mins

KS3 Waves: Bloodhound SSC Jet Car Supersonic Shockwaves and Aerodynamics Video- 4 mins

When you’re covering a mile in a blistering 3.6 seconds you need to know the car is safe and stable. Aerodynamics and managing the supersonic shockwaves the car creates is key reaching 1,000mph / 1,600kph. Dr Ben Evans from the University of Swansea explains all… The BLOODHOUND Project is not only about building a car to go 1,000mph, but it is also a perfect vehicle for education of STEM subjects. Over the life of this project we’ve been able to inspire over 2 million young people! Air Pressure, Forces, Shockwaves, Velocity measurements, forces…
Bloodhound_EDU
Computing Design/Algorithm pro-formas (PDF and editable Word docx)

Computing Design/Algorithm pro-formas (PDF and editable Word docx)

As described in my “Delve in, for twelve min!” video CPD, these are example pro-formas to give pupils to design their computing projects. These could be Scratch projects; animations, games, quizzes etc. The design process, which is largely missed in computing, forms an essential part of a coding project, and also provides many benefits in terms of AFL. Please use in conjunction with the training video, and also check out the entire “Delve in, for twelve min!” series: https://www.youtube.com/playlist?list=PL3kA-gpaSB2a6Vfdq04rGt5xcKQg8FG8x
PhilWickins
What is a Algorithm

What is a Algorithm

An algorithm is an effective method that can be expressed within a finite amount of space and time and in a well-defined formal language for calculating a function. Starting from an initial state and initial input (perhaps empty)the instructions describe a computation that, when executed, proceeds through a finitenumber of well-defined successive states, eventually producing “output” and terminating at a final ending state. The transition from one state to the next is not necessarily deterministic; some algorithms, known as randomized algorithms, incorporate random input. The concept of algorithm has existed for centuries and the use of the concept can be ascribed to Greek mathematicians, e.g. the sieve of Eratosthenes and Euclid’s algorithm;the term algorithm itself derives from the 9th Century mathematician Muḥammad ibn Mūsā al’Khwārizmī, latinized ‘Algoritmi’. A partial formalization of what would become the modern notion of algorithm began with attempts to solve the Entscheidungsproblem (the “decision problem”) posed by David Hilbert in 1928. Subsequent formalizations were framed as attempts to define “effective calculability” or “effective method”; those formalizations included the Gödel–Herbrand–Kleene recursive functions of 1930, 1934 and 1935, Alonzo Church’s lambda calculus of 1936, Emil Post’s “Formulation 1” of 1936, and Alan Turing’s Turing machines of 1936–7 and 1939.
denizcanyergin1
Complete IGCSE ICT 0417 teaching and learning resources / Grade 9-10 / Year 10-11

Complete IGCSE ICT 0417 teaching and learning resources / Grade 9-10 / Year 10-11

Hi ICT teachers, I have created this resource bundle with teaching resources that will last for two academic years. You can view details of all of them individually. I am sure you will find these very useful not only for conducting ICT lessons, but also managing the ICT department in your school. NOTE: Please make sure to download this resource immediately upon payment. You can send me a private message or contact me on my site for any further FAQs.
zsirajdin
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
Technology : Talent Postcards (rewards & achievement)

Technology : Talent Postcards (rewards & achievement)

Postcards are a simple but effective way to reward students for their hard work. ‘Technology Talent’ postcards have been created to award the most talented designers in the classroom! Send these to your most gifted students. Students who have the most creative ideas, students who are fantastically skilled in the workshop or just have a natural talent when using design programs. Technology Talent postcards are a great way to target any pupils that you think will succeed if they choose Technology at GCSE - we have sent some out to our already talented KS3 students. Promoting them on social media accounts will also build up hype and awareness with students. Print on A4 card, cut out, write the student name in the ‘well done’ bubble and you’re ready to go!
ShaniceWelsh
Scratch - Catch the Dot - A Simple Game Exercise

Scratch - Catch the Dot - A Simple Game Exercise

This is a simple worksheet that walks you through setting up a simple game called Catch the Dot. It’s similar to the Whack-a-Mole games where users try to hit a moving target. The use of variables are introduced to allow for score keeping and there are suggestions at the end to help improve the game.
firstcoding
Coding, Collaboration, Communication and Curriculum in Finland

Coding, Collaboration, Communication and Curriculum in Finland

Computer science nurtures problem-solving skills, logic and creativity. The world is increasingly run by software and we need more diversity among those people who are building it. Not all students will be software developers or writers, doctors or translators, but we are already surrounded by technology and even more so in the future. The main point is to provide a basic understanding of society, living environment and fields of science and thus provide equal opportunities for all the learners. Understanding how computers work and how to use them well, gives children skills and knowledge to succeed in global competition and life generally. Year 3 pupils were not only taught the basics of coding, but they were taught to teach other classes the magic of coding. They have taught around 200 other children and teachers in Finland and India (via video) the Magic of Coding. You can learn more about the Coding Ambassadors here or email for an online course including videos and lesson plan for collaborative coding lessons.
pipsa37
Crack the Binary Code – February Message (CS Unplugged)

Crack the Binary Code – February Message (CS Unplugged)

Teach your students how to encrypt and decrypt binary messages as well as understand binary code. This resource includes a hidden February themed message which students need to decrypt using the key (ASCII Table). Students are also given the option to write their own encrypted binary message. This is a perfect CS unplugged activity and can be used as an introduction to a lesson, for homework, for early finishers or even when you have no access to computers in the computer lab.
balsamgr8
Scratch Programming Coding Mazes: Coding Unplugged Activities

Scratch Programming Coding Mazes: Coding Unplugged Activities

Let your students become familiar with Scratch Programming before they even use the software. Students are given a maze with symbols on them. They have to choose the correct Scratch blocks to guide the cat sprite to the end of the maze. Each maze gets progressively harder.
balsamgr8
Crack the Binary Code – Seasonal Monthly Messages (Save £10)

Crack the Binary Code – Seasonal Monthly Messages (Save £10)

Teach your students how to encrypt and decrypt binary messages as well as understand binary code. This resource includes a hidden seasonal themed message for each month of the year which students need to decrypt using the key (ASCII Table). Students are also given the option to write their own encrypted binary message. This is a perfect CS unplugged activity and can be used as an introduction to a lesson, for homework, for early finishers or even when you have no access to computers in the computer lab. This is an ideal activity for the ISTE Standard of Computational Thinking/ Thanks to the following for all images: • A Sketchy Guy • www.edu-clips.com • https://www.teacherspayteachers.com/Store/Krista-Wallden-Creative-Clips • http://www.teacherspayteachers.com/Store/Monster-Wrangler-Mike • http://www.teacherspayteachers.com/Store/Artifex • http://www.teacherspayteachers.com/Store/Teachers-Clipart • “Template/Clipart courtesy of Activities by Jill @ http://www.teacherspayteachers.com/Store/Activities-By-Jill • Watson Works: http://www.teacherspayteachers.com/Store/Watson-Works • www.teacherspayteachers.com/Store/Classroom-Doodle-Diva • Teachers Scrap Book: • http://www.teacherspayteachers.com/Store/Teacherscrapbook • http://www.teachersnotebook.com/shop/TeacherScrapbook/products • REVIDEVI - http://www.teacherspayteachers.com/Store/Revidevi) • Chirp Graphics: https://www.teacherspayteachers.com/store/chirp-graphics • Whimsy Clips: www.whimsyclips.com
balsamgr8
Excel Spreadsheets Valentines Day Mystery Pictures Fill Color - Computer Lab

Excel Spreadsheets Valentines Day Mystery Pictures Fill Color - Computer Lab

Students will need to use the “FILL TOOL” to color certain cells in the spreadsheet to reveal a hidden Valentines Day picture. This resource is for both students beginning to learn Microsoft Excel and for experienced users. This resource includes 6 excel files – hidden mystery pictures with instructions on how the image can be revealed.
balsamgr8
Excel Spreadsheets Seasonal Mystery Pictures Fill Color Bundle - Computer Lab

Excel Spreadsheets Seasonal Mystery Pictures Fill Color Bundle - Computer Lab

Save £21 by purchasing this bundle Students will need to use the “FILL TOOL” to color certain cells in the spreadsheet to reveal a hidden seasonal picture. This resource is for both students beginning to learn Microsoft Excel and for experienced users. This resource includes 34 hidden mystery pictures (excel files) – with instructions on how the image can be revealed. This bundle contains the following hidden pictures: • 4 Presidents Day Mystery Pictures • 6 St. Patricks Day Mystery Pictures • 6 Valentine’s Day Mystery Pictures • 6 Halloween Mystery Pictures • 12 Christmas Mystery Pictures • 6 Easter Mystery Pictures Answer Key included
balsamgr8
Python Programming - I CAN Statements

Python Programming - I CAN Statements

These I Can statements are perfect to guide your students to develop the necessary skills when learning to code/program using Python. The teacher or the student can tick off each I Can statement once they have demonstrated evidence for them. I Can statements fall under the following 4 categories: • Criteria 1: Planning • Criteria 2: Skills Development • Criteria 3: Explanation of Code • Criteria 4: Efficiency of Code
balsamgr8
Python Programming–Jumbled Code Task Cards (Beginner) Coding Unplugged Activity

Python Programming–Jumbled Code Task Cards (Beginner) Coding Unplugged Activity

This resource is a brilliant way to get students to begin coding in Python! A set of 12 different Jumbled Code Python Task Cards which can be cut out, laminated and distributed to students. Instructions: Students need to look at the code and read the English statements (pseudo code) in order to put the jumbled python code in the correct order. These have been brilliant in my classroom and I have used them for starter and review activities. I have even used these as an introduction to coding in Python. These task cards also test students understanding of the following programming concepts: 1) syntax errors 2) logical errors 3) variables 4) print() function 5) input() function 6) int() function 6) if statements 7) while loops 8) lists 9) sorting & reverse sorting data in lists. Each task card also allows you to question students further on their knowledge of Python i.e: • “why was the data type string and not integer?” • “what is the difference between the input() and print() functions?” • “why did we need to use the int() function?E • Etc… Python software can be downloaded for free from: https://www.python.org/downloads/ There are also many online platforms in which Python can be used such as codeacademy.com
balsamgr8
Scratch Exercise - Buttons and Sounds

Scratch Exercise - Buttons and Sounds

In this exercise we will learn how to make a basic sound board. A sound board is a series of buttons that when pressed play a sound clip. We also look at the different ways in which the buttons can react to being clicked on either by changing their appearance or producing popup messages.
firstcoding
10 Tips for using iPad in the classroom

10 Tips for using iPad in the classroom

This video suggests ideas for iPad use in a school. From EAL and SEND support to lesson ideas, this video will stir up your creativity and inform planning. If you find it helpful please share with others.
osiejiofor316