Welcome to my TES shop! I am a subject leader for ICT & Computer Science, creating and sharing resources to support teachers in delivering ICT, Computer Science, Computational Thinking and the Digital Competence Framework. For more resources, visit robbotresources.com
email: carl@robbotresources.com
Welcome to my TES shop! I am a subject leader for ICT & Computer Science, creating and sharing resources to support teachers in delivering ICT, Computer Science, Computational Thinking and the Digital Competence Framework. For more resources, visit robbotresources.com
email: carl@robbotresources.com
Create a Python Text Adventure || Part 2: Design your text adventure
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.
Taught through the use of Python, by the end of the full course, students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 2, students will be introduced to a typical game development lifecycle and start by planning and designing their text adventure game. Students will need to consider target audience, challenges and context of the adventure. Once completed, students will create a layout of their game world and build up the necessary details within it.
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.
Taught through the use of Python, by the end of the full course, students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 1, students are introduced to text adventure gaming, research existing games and gain understanding of what would make a good text adventure game.
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert hexadecimal into binary numbers!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert hexadecimal into decimal numbers!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert binary numbers into decimal!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
This short unit of work introduces year 7 students to the basic concepts of algorithm design. Students will learn the following:
Understand that an algorithm is a set of instructions used to solve a problem.
Use both flowchart and pseudocode to design an algorithm.
Learn the following algorithm design techniques;
Sequence
Selection
Understand Boolean statements such as <, > and = and know when to apply them within an algorithm.
Understand how to use variables to store information for later use within an algorithm.
This resource includes a range of clearly presented explanations as well as a range of structured tasks to help your students practice their skills.
It is recommended that students first complete the Computational Thinking for KS3 unit of work in order to develop a basic understanding of both computational thinking and algorithms.
This unit of work also includes a final assessment.
Full teacher solutions also included!
This comprehensive resource covers all the key areas of study for Computer Science, with particular focus on the AQA exam board, however, the concepts are applicable to all. This resource contains a comprehensive range of keywords and terms as well as definitions, explanations and diagrams to support student understanding within the following areas of the curriculum:
Computational Thinking
Algorithm Design
Data Types
Programming Concepts 1
Programming Concepts 2
Arithmetic Operations
Relational & Boolean Operations
Data Structures
String Handling Operations
Classification of Programming Languages
Number Bases
Units of Information
Character encoding
Data Representation
Data Compression
Computer Systems 1
Computer Systems 2
Storage
Computer Networks 1
Computer Networks 2
Cyber Security
Social Engineering
Malicious Code
Prevention of Cyber Security Threats
Impact of Digital Technology on Society
This resource contains:
an interactive PDF vocabularly booklet (includes navigation links for quick access to different topics)
an interactive ppt for teachers to use for whole class discussion
a standard ppt to be used to create paper copies of the booklet
a vocabulary list
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Part 3 of a series of 7 introductory lessons on how to use Python through the use of the IDLE GUI.
Within Part 3 you will learn how to add comments to your code to help explain what you have done... both as a reminder to yourself or to someone else who you want to share your code with!
Learn new programming skills through clearly presented explanations before applying your newly developed skills within a series of easy to follow tasks, explained through written explanations as well as flowcharts and/or pseudo code.
Each unit in this series is fully differentiated using Rob-Bot Resources’ unique Rookie, Pro and Beast leveling system; apply your new programming skills by completing the introductory Rookie tasks. Once you've got a grip of the basics, push yourself by completing the Pro exercises before finally testing your skills by completing the Beast scenarios.
Once you have completed the practice tasks it’s time to test your skills within the differentiated programming challenges!
All task and challenge coding solutions are also included.
Suitable for both KS3 and KS4 classes.
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Can the student become the master of the keyboard? Enter Rob-bot’s dojo and find out!
Improve your student’s confidence and digital competence by learning keyboard short cuts when using office applications!
The document is designed to be a useful resource to be navigated through or as a series of posters that can be printed and displayed in order to support students when learning to type and use short cuts.
Purchase my three comprehensive guides to computational thinking in one bargain package!
Includes:
Computational thinking for KS3
Computational thinking for KS4
Problem Solving for KS3
Also includes my popular poster resources to help promote computational thinking within your classroom!
The aim of this lesson is to introduce students to writing their first ever code!
Students will not need to use a computer!
Starter - Which job would you rather do: Formula 1 Driver or a Formula 1 Mechanic?
Introduction to different types of IT users: Formula 1 Driver is the expert user of software while the Mechanic is the creator of the software.
Task 1: Robots and Programmers - Get your Robot to a specific location and back using the given commands.
Main task: Cup stacking - use the symbols available and create the differentiated structures as shown.
For the lesson you will also need:
Plastic cups
Poster paper
Pens to write code
Print out the resource packs for each group of students.
I have used this lesson for students between years 5 and 9, all of which have thoroughly enjoyed it!
***Please leave a review!***
The following resources work in conjunction with KS3 Computer Science: Data Representation - Year 8. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
How can you apply the concepts of computational thinking to Maths?
Mathematics is full of problem solving challenges which makes computational a vital skill to help improve your maths skills! Check out my poster for a range of ideas on how to apply the concepts of computational thinking to the subject of mathematics!
*Computational Thinking is a skill set that can be used across the curriculum, not just within computer science! The logical approach to solving a problem means that its application can be used to develop and improve students ability to deal with difficult problems in a more rational way. The aim of my posters is to make you realise that many of the brilliant tasks that teachers facilitate week in, week out actually include computational thinking. It’s just a matter of making it more explicit!
The following resources work in conjunction with KS3 Computer Science: Computer Systems Year 8. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
Download my poster which includes example task ideas on how to apply computational thinking problem solving skills to Drama. The poster includes a range of tasks and classroom ideas that use key computational thinking skills!
*Computational Thinking is a skill set that can be used across the curriculum, not just within computer science! The logical approach to solving a problem means that it’s application can be used to develop and improve students ability to deal with difficult problems in a more rational way. The aim of my posters is to make you realise that many of the brilliant tasks that teachers facilitate week in, week out actually include computational thinking. It’s just a matter of making it more explicit!
*
Update: High Resolution 2560x1440 in both PNG & JPEG
Please leave a review!!!
The following resources work in conjunction with KS3 Computer Science: Data Representation - Year 7. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
The following resources work in conjunction with Computational Thinking for KS3 and KS3 Computer Science: Algorithm Design - Year 7. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
The following resources work in conjunction with Computational Thinking for KS3 and KS3 Computer Science: Algorithm Design - Year 8. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
This poster was created to accompany the KS3 computer systems work, however is also applicable for primary computing. I have identified the key components of a computer and presented them along with real life image examples of the internal components of a computer.
Please feel free to download and display on your classroom walls!
Download my poster which includes example task ideas on how to apply computational thinking problem solving skills to the humanities. Example tasks are included for History, Geography and PRE lessons.
Computational Thinking is a skill set that can be used across the curriculum, not just within computer science! The logical approach to solving a problem means that it’s application can be used to develop and improve students ability to deal with difficult problems in a more rational way. The aim of my posters is to make you realise that many of the brilliant tasks that teachers facilitate week in, week out actually include computational thinking. It’s just a matter of making it more explicit!
Update: High Resolution 2560x1440 in both PNG & JPEG
Please leave a review!!!