Programming Using KoduQuick View
samoliver368samoliver368

Programming Using Kodu

(0)
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.
Teaching algorithms - pseudo code and flowchartsQuick View
simon_robertssimon_roberts

Teaching algorithms - pseudo code and flowcharts

(2)
Based around an introduction to algorithms, a total of 5 lessons are included in this package. Aimed at GCSE Computer Science, the 5 lessons are aimed at promoting an introduction to algorithms using decomposition. Every lesson comes complete with a teachers PowerPoint, iterative starter activities, lesson resources and an ‘Independent Learning Time’ section (this is aimed at allowing students to work independently to consolidate their understanding). Answers to flowchart and pseudo code tasks are included on the PowerPoints. Lesson 1: Introduction to algorithms using flowcharts, starts off with basic flowcharts based on easy scenarios and builds up to looking back at sound storage and representing this process as a flowchart. Lesson 2: Looking at more complex flowcharts to represent algorithms, focusing more on selection and iteration within algorithms. Independent Learning Activity includes exam questions for students to decompose problems and represent as flowcharts. Lesson 3: The focus of this lesson is to allow students time to work independently at solving complex algorithms as flowcharts. Using sequencing, selection and iteration a range of exam questions are included. Class activities are included beforehand to recap the learning of flowcharts. Lesson 4: An introduction to pseudo code - links the understanding of what pseudo code is to Python code which students may have come across beforehand from their NEA. Different examples of how code should be constructed are included. Several flowcharts are included on the PowerPoint which students then need to turn into pseudo code. Sequencing and selection are focused upon in this lesson. Lesson 5: Developing students understanding further using sequencing, selection and iteration. WHILE loops are demonstrated of how to construct a loop in pseudo code. Students will spend their time working on problems and trying to decompose these into pseudo code. Extension questions are included for the HAL students / students needing extra or more challenging work.
OCR A and AS Level Computer Science Revision Mats / Knowledge Organisers (H046 and H446)Quick View
TheITWizardTheITWizard

OCR A and AS Level Computer Science Revision Mats / Knowledge Organisers (H046 and H446)

16 Resources
A pack of 16 Knowledge Organisers covering all areas of Both OCR AS Level Computer Science H046 and A Level Computer Science H446 Covers all units of the specification for both courses including: 1.1 The Characteristics of Contemporary Processors, Input, Output and Storage Devices 1.2 Software and Software Development 1.3 Exchanging Data 1.4 Data Types, Data Structures and Algorithms 1.5 Legal, Moral, Ethical and Cultural Issues 2.1 Elements Of Computational Thinking 2.2 Problem Solving and Programming 2.3 Algorithms Can be used as a revision tool, as part of a lesson, or as a differentiated resource. Suitable for printing or use online with Teams, Google Classroom and VLEs. Please consider adding a school license when purchasing to allow you to share these resources with colleagues. Please click here to visit my shop for more revision and teaching resources for AQA, OCR and Pearson Edexcel at both GCSE and A-Level.
Upper KS2 Computing Huge Knowledge Organisers Bundle!Quick View
TandLGuruTandLGuru

Upper KS2 Computing Huge Knowledge Organisers Bundle!

12 Resources
These clear, detailed and visually-appealing resources offer a complete reference point for subject leaders, teachers, parents and children covering the computing curriculum at upper KS2. Included are organisers based on: -Year 5: Computing Systems and Networks -Year 5: Creating Media - Vector Drawing -Year 5: Creating Media - Video Editing -Year 5: Data and Information - Flat-File Databases -Year 5: Programming - Selection in Physical Computing -Year 5: Programming - Quizzes in Scratch -Year 6: Computing Systems and Networks -Year 6: Creating Media - Web Page Creation -Year 6: Creating Media - 3-D Modelling -Year 6: Data and Information - Spreadsheets -Year 6: Programming - Variables in Games -Year 6: Programming - Using Micro:bits The content is fully aligned with the age-related expectations for upper KS2 children in computing. The resources are designed to be printed onto A3, and are provided as both PDF and Word versions (so that you can edit if you want to).
Lower KS2 Computing Knowledge Organisers Bundle!Quick View
TandLGuruTandLGuru

Lower KS2 Computing Knowledge Organisers Bundle!

12 Resources
These clear, detailed and visually-appealing resources offer a complete reference point for subject leaders, teachers, parents and children covering the computing curriculum at lower KS2. Included are organisers based on: -Year 3: Computing Systems and Networks - Digital Devices -Year 3: Creating Media - Animations -Year 3: Creating Media - Desktop Publishing -Year 3: Programming - Events and Actions in Scratch -Year 3: Programming - Sequencing in Scratch -Year3: Data and Information - Data Logging -Year 4: Computing Systems and Networks - The Internet -Year 4: Creating Media - Audio Editing -Year 4: Creating Media - Desktop Publishing -Year 4: Programming - Repetition in Scratch -Year 4: Programming - Repetition in Shapes -Year 4: Data and Information - Data Logging The content is fully aligned with the age-related expectations for lower KS2 children in computing. The resources are designed to be printed onto A3, and are provided as both PDF and Word versions (so that you can edit if you want to).
OCR AS Level H446 Computer Science Revision Mats  Pack / Knowledge OrganisersQuick View
TheITWizardTheITWizard

OCR AS Level H446 Computer Science Revision Mats Pack / Knowledge Organisers

8 Resources
A pack of eight Knowledge Organisers covering all areas of OCR A Level Computer Science H446 Computer Systems. Covers all units of the specification including: 1.1 The Characteristics of Contemporary Processors, Input, Output and Storage Devices 1.2 Software and Software Development 1.3 Exchanging Data 1.4 Data Types, Data Structures and Algorithms 1.5 Legal, Moral, Ethical and Cultural Issues 2.1 Elements Of Computational Thinking 2.2 Problem Solving and Programming 2.3 Algorithms Can be used as a revision tool, as part of a lesson, or as a differentiated resource. Suitable for printing or use online with Teams, Google Classroom and VLEs. Please click here to visit my shop for more revision and teaching resources for AQA, OCR and Pearson Edexcel at both GCSE and A-Level.
KS1 Computing Knowledge Organisers Bundle!Quick View
TandLGuruTandLGuru

KS1 Computing Knowledge Organisers Bundle!

12 Resources
These clear, detailed and visually-appealing resources offer a complete reference point for subject leaders, teachers, parents and children covering the computing curriculum at KS1. Included are organisers based on: -Year 1: Technology and Parts of a Computer -Year 1: Creating Media - Digital Painting -Year 1: Creating Media - Digital Writing -Year 1: Programming - Animations in Scratch -Year 1: Programming - Moving a Robot -Year 1: Data and Information - Grouping Data -Year 2: Information Technology All Around Us -Year 2: Creating Media - Making Music -Year 2: Creating Media - Digital Photography -Year 2: Programming - Quizzes in Scratch -Year 2: Programming - Robot Algorithms -Year 2: Data and Information - Pictograms The content is fully aligned with the age-related expectations for KS1 children in computing. The resources are designed to be printed onto A3, and are provided as both PDF and Word versions (so that you can edit if you want to).
Maths Murder Mystery- Heist at The Celebrity Awards Show Codebreaking/ Cryptography ChallengeQuick View
SoaringStarsEducationSoaringStarsEducation

Maths Murder Mystery- Heist at The Celebrity Awards Show Codebreaking/ Cryptography Challenge

(1)
This challenge was based on my free maths murder massacre resource. Thanks for all the downloads and feedback. This version features a new mystery for students to solve using mathematics, non-verbal reasoning & computing skills (cryptography). It is the night of the Celebrity awards, however aTrophy has gone missing. A celebrity has made off with it in a getaway vehicle to a top-secret location and posted a Selfie on Twitter & Instagram of his ill-gotten gains. Can you solve the mystery? Features well known celebrities, popular getaway vehicles and the latest mobile that all students will know and love. I’ve made it accessible for key stage 2 and 3 students (may be a little to easy for KS4), and packaged it as a presentation as well as including pdf versions so it can be distributed. All funds raised by the sale of this resource will be donated to the NSPCC
Year 3: Position and Direction (22 resources- ENTIRE WEEK OF PLANNING AND RESOURCES)Quick View
Lost_in_LearningLost_in_Learning

Year 3: Position and Direction (22 resources- ENTIRE WEEK OF PLANNING AND RESOURCES)

(0)
Hi there! One of my biggest packs of resources for you. Last week's maths lessons in my class were centered around position, direction and linking this to clockwise/anticlockwise, quarter/3 quarter/half turns and linking this to right angles. Lots of work on new vocabulary: horizontal vertical perpendicular clockwise anticlockwise quarter turn half turn 3 quarter turn full turn right angles Let me know if you need anything extra or anything explaining :) Miss Ritchie x
Designing a game to create in ScratchQuick View
ks340skhks340skh

Designing a game to create in Scratch

(0)
Introducing our comprehensive 6-page booklet designed to spark creativity and innovation in your pupils’ minds! With just two 60-minute lessons, your students will embark on an exciting journey of game design to create using the user-friendly Scratch platform. This meticulously crafted resource guides students through the process of conceptualizing and bringing their game ideas to life. But the excitement doesn’t end there! Our booklet also includes a thorough marking and feedback section, empowering you to provide personalized guidance and support to each student on their creative journey. Plus, with a peer evaluation activity, students will have the opportunity to learn from each other’s successes and challenges, fostering a collaborative and supportive learning environment. Transform your classroom into a hub of innovation with our game design booklet today!
GCSE Bubble Sort Programming LessonQuick View
MrHawes8MrHawes8

GCSE Bubble Sort Programming Lesson

(0)
Included is a presentation reviewing the Bubble Sort method, and an interactive Excel activity that can is self-marking and can give students immediate feedback. There is also a help sheet for anyone who has missed the Bubble Sort theory or needs help with the activities, and differentiated instructions for writing a Bubble Sort program (I used Visual Basic but the code hints could be adapted to another language quickly). I have also included the lesson plan that I used for a lesson observation. There are notes on AfL and differentiation included in the plan.
Algorithms and Flowcharts (5 Lessons. Ideal for cover lessons or remote lessons)Quick View
iamguysteriamguyster

Algorithms and Flowcharts (5 Lessons. Ideal for cover lessons or remote lessons)

(0)
Learn what an algorithm is and how to construct a simple flowchart **Target Pupils ** Year 7 (though will work with KS2/3 pupils depending on literacy skills) Typical Use This set of five lessons can be used as way of supporting learning in the classroom, as a standalone set of cover lessons or as a package for remote learning. Learning objectives “Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems” (Computing programmes of study: key stages 3 and 4, Department of Education) Understand what an algorithm is Be able to order instructions to complete a task successfully Be able to generate a sequence of instructions Understand how to use a flow chart Know the basic symbols for a flowchart Be able to construct a flowchart
Revision Guide Booklet - Pearson Edexcel GCSE Computer Science - 1CP2 (2020) Paper 1Quick View
TheITWizardTheITWizard

Revision Guide Booklet - Pearson Edexcel GCSE Computer Science - 1CP2 (2020) Paper 1

(2)
28 page revision booklet for the Pearson Edxecel GCSE Computer Science 1CP2 (2020) Paper : Principles of Computer Science. Provided electronically to allow booklet printing or electronic distribution via a VLE, Teams, or similar platforms to allow online learning and independent revision. Covers all specification areas including: Topic 1: Computational thinking. Understanding of what algorithms are, what they are used for and how they work. The ability to follow, amend and write algorithms; the ability to construct truth tables. Topic 2: Data. Understanding of binary, data representation, data storage and compression. Topic 3: Computers. Understanding of hardware and software components of computer systems and characteristics of programming languages. Topic 4: Networks. Understanding of computer networks and network security. Topic 5: Issues and impact. Awareness of emerging trends in computing technologies, and the impact of computing on individuals, society and the environment, including ethical, legal and ownership issues. Check out my shop for GCSE Edexcel, OCR and AQA specification resources along with other computing products
Little Man Computer CheatsheetQuick View
MikeySkiltonMikeySkilton

Little Man Computer Cheatsheet

(2)
Two pages of LMC info/programming examples. Perfect to laminate 30 double sided and use these as hand outs in lesson. Or to print these out for each student to keep a copy in their folders. Based on Peter Higginson LMC. All important components of LMC 'hardware' and programming explained, including instructions, input/output, arithmetic and looping. Perfect introduction for both GCSE and A Level students.
Scratch Reference CardQuick View
StudyzonetvStudyzonetv

Scratch Reference Card

(28)
This reference card will help students and teachers find programming blocks in Scratch. The more commonly used areas are in bold.
Hour of code tasks - binary / image repQuick View
kidsprintoutskidsprintouts

Hour of code tasks - binary / image rep

(0)
These worksheets have been created for CS Education week, for the Hour of Code, but can be used for a computing activity throughout the year. Students as young as Year 4 (8-year olds) can be given this to work on (and maybe younger!) I like the CS Unplugged activities but have remixed the worksheets so they’re shorter and more ‘student-ready’. I have also added MS Excel versions for one of the image representation tasks. This is great to use particularly when differentiating. (The worksheets are available on another account which also belongs to me.)
Scratch Introduction lessonQuick View
BarbarathompsonBarbarathompson

Scratch Introduction lesson

(9)
This is a worksheet for children (year 5 or 6) to use as an introduction to the free programming program 'Scratch'. They can use this at their own pace, and it leaves you free to help those who need it.