Used to show the stages of language generation, this lesson is used in GCSE a Computer Science Lesson as an introduction programming Languages 2.5.1. I use it with OCR J277 but it is also relevant to other specifications. It contains 26 slides explaining the topic, and is used as one lesson, with the scope to use part of it as a homework.
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.
Unlock the world of programming with our comprehensive programming fundamentals bundle.
Designed specifically for KS3 computing teachers, this bundle equips you with everything you need to teach core programming concepts confidently and effortlessly.
WHAT’S INCLUDED?
• 20 Python Programming Lessons: Dive into Python with structured lessons that simplify complex concepts. Utilising the JUMP123 pedagogy, these lessons enhance retention and understanding, allowing you to easily assess your pupils’ progress.
• 6 Algorithm Lessons: Equip your students with essential problem-solving skills through engaging algorithm exercises that build logical thinking and creativity.
• 12 Computational Thinking Worksheets: Challenge and inspire your students’ analytical abilities with worksheets designed to enhance critical thinking.
• 2 Python Escape Rooms: Interactive and fun activities that solidify the skills students have learned, making programming an exciting adventure.
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WHY CHOOSE THIS BUNDLE?
• Complete Curriculum Alignment: Tailored to meet UK KS3 educational standards, ensuring your lessons are both relevant and effective.
• Time-Saving Resources: Pre-prepared materials that free up your time, allowing you to focus on what you do best - teaching.
• Editable Resources: Attractive, fully editable PowerPoint presentations and worksheets that you can adapt to fit your school template and meet your students’ individual needs.
• Incredible Value: Save more when you buy as a bundle, with resources that complement each other for a seamless teaching experience.
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WHO’S THIS FOR?
Ideal for KS3 students, with some algorithm lessons also suitable for GCSE classes. This bundle is perfect for non-specialist and early career teachers, as well as experienced computer science educators seeking comprehensive, time-saving resources.
Empower your students to become confident programmers and problem-solvers with resources that make learning both accessible and enjoyable.
Ready to transform your teaching? Buy the Programming Fundamentals Bundle now and unlock the potential of your students today!
Non-specialist teaching computing? These complete, curriculum-aligned units are ready to pick up and teach with confidence, with clear explanations and everything organised so you’re not spending evenings teaching yourself first.
Two pages of pseudocode algorithm. Perfect to laminate 30 double sided and use these as hand outs in lesson. Or print these out for each student to keep a copy in their folders.
The sheets cover all of the fundamental elements of the main four algorithms at GCSE and A Level, including:
- Linear Search
- Binary Search
- Bubble Sort
- Insertion Sort
Perfect introduction for both GCSE and A Level students.
This lesson is written in a flipchart created for use with Active Inspire programming.
This is a lesson that I used to teach the children in my class about algorithms and programs in computing. It is an unplugged lesson, no computers required! It explains how coding works in a child friendly way. I used it with Year 4 at the beginning of our coding topic.
A set of 7 full lessons for KS3 (Year 7/Year 8) on Scratch Programming.
Lessons cover:
Lesson 1 & 2 - Introduction into Scratch, What are Sprites, How do we add a background, How do we add a sprite, How do we control sprites, What is looping/loops, Creating Variables in Scratch, Creating loops in Scratch, Creating a simple game of cat and mouse in Scratch.
Lesson 3 - Understand what a costume is and how to create one, Understand what broadcast means and where we find this code block, Finishing off the cat & mouse game in Scratch off.
Lesson 4 - Understand how to sense events and where to find this in Scratch, Understand what a variable is and where to find one in Scratch, Creating a game of shark attack in Scratch.
Lesson 5 - Understand what sensing is and how it is used in Scratch, Understand what a variable is and where to find them, Understand how to draw our own sprite using the paint feature, Apply our new knowledge to start creating a Flappy Bird game.
Lesson 6 - Understand what coordinates are, Understand how coordinates affect the movement of characters, Understand how to use the coordinates code blocks to move our character, Continue creating our Flappy Bird game.
Lesson 7 - Understand how to add pipes to our Flappy Bird game, Understand how to use operators to compare variables, Understand how to add a high score feature to our Flappy Bird game, Understand how to add instructions to our Flappy Bird game. Add to our game using the extension/challenge tasks.
Lessons include:
Teacher Slides PowerPoint
Student Worksheets (Word Documents)
Starter & Plenary Activities (Word Documents or in Teacher Slides PowerPoint)
Extension Tasks (Word Documents)
Extra Class Work - Scratch Booklet (Word Document)
This resource can be used for year 8 for National and IGSCE British curriculum.It is the starting of introducing programming through turtle graphics in python. Students start with turtle and then enter into main python programming.
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.
Complete KS3 Python Unit (Lessons 1–7) with PPTs, worksheets, teacher answers, mini‑project and full assessment. Fully planned and ready to teach.
This complete KS3 Python Programming Unit (Lessons 1–7) provides everything needed to deliver a full Python curriculum at Key Stage 3. The scheme includes editable PPT slides, student worksheets, teacher answer sheets, detailed lesson plans, a structured mini‑project, and a full end‑of‑unit assessment with mark scheme. Designed for mixed‑ability Year 8/9 classes and ideal for both specialist and non‑specialist teachers.
What’s Included
7 fully‑planned lessons
Lesson 1: Basic Output & Syntax
Lesson 2: Variables & Data Types
Lesson 3: User Input & Conversions
Lesson 4: Calculations & Numeric Input
Lesson 5: Selection (IF / ELIF / ELSE)
Lesson 6: Mini Project (Combining Skills)
Lesson 7: End‑of‑Unit Assessment
Editable PPT slides for every lesson
Student worksheets (printable & editable)
Teacher answer sheets for every worksheet
Full lesson plans with timings, pedagogy & differentiation
Mini Project with three project options + model solutions
End‑of‑unit assessment (theory + practical)
Assessment answer key
Debugging challenges in every lesson
Bronze / Silver / Gold differentiation
Clear learning objectives & outcomes
CSUK Coder compatible (works with any Python IDE)
Why Teachers Choose This Unit
Zero prep — everything is ready to teach
Highly structured — perfect for non‑specialists
Differentiated — supports all ability levels
Real programming tasks — not just worksheets
Assessment‑ready — includes a full exam lesson
Professional layout — consistent, clear, classroom‑tested
A set of 6 full lessons for KS3 (Year 8 /Year 9) on Microbit Programming.
Lessons include:
Lesson 1 - Introduction into Microbit. Introduction to the different code blocks you can use in the BBC Microbit Make Code. Creating a board game using Microbits.
Lesson 2 & 3 - Algorithms & Flowcharts, Understand how to program pins on a Micro:bit, Be able to create a fully functional traffic light program using a Micro:bit, crocodile cables and LED’s. Programming Challenges - Traffic Light (Easy), Traffic Light (Intermediate), Lighthouse Light (Hard), Formula One Start Lights (Expert).
Lesson 4 - Car Technology & Self Driving Cars, Understand how to program pins on a Micro: bit, Create a fully functional circuit for car indicators.
Lesson 5 - Wearable Technology, Understand how to program the accelerometer and use variables on the Micro: bit, Create a fully functional step counter. Programming Challenges - Thermometer, Stepometer, Stop Watch.
Lesson 6 - Digital Clocks, Understand how to use variables on the Micro: bit, Create a fully functional digital clock, Understand what level we have worked at for this unit, Complete an evaluation on this unit.
Lessons include:
Teacher Slides PowerPoint
Student Activities & Worksheets (Word Documents)
Starter & Plenary Tasks (Word Documents or in Teacher Slides Powerpoint)
Extension Tasks (Word Documents)
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.
11 full lessons covering Python Programming for KS3 (Year 8 / Year 9).
Lesson 1 - Python Basics - Variables, Assigning a value to a variable, Printing to the screen, Input
Lesson 2 - What is a python number, Int, Float, How to cast strings to numbers
Lesson 3 - What is a python loop, How to use loops in code, if, else, elif, While, For
Lesson 4 - Sequence, Selection, Iteration, Count-controlled loops, Condition-controlled loops, Create a number guessing game
Lesson 5 - What is an algorithm, Different symbols used in flowcharts, Create an algorithm for a specific purpose
Lesson 6 - Random module in Python, Creating a dice game, Analyse a specific problem, Testing, Test Plans, Types of Data, Creating a test plan for a problem
Lesson 7 - Rock Paper Scissors game, Flowchart Recap, Pseudocode, How to use a flowchart to create pseudocode, Create a flowchart and pseudocode for a specific problem
Lesson 8 - Recap of Pseudocode & guide, Create a flowchart and pseudocode for a specific problem
Lesson 9 - Recap of variables, loops, random etc, Create a joke generator program, Create code for unit assessment
Lesson 10 - Finish coding solution, Comments in Python, Comment coding solution, Write a detailed document explaining solution & complete Test Plan document
Lesson 11 - Evaluation Section - How to evaluate a program you have wrote, Understand what level you have been working at, Keyword definitions
Lessons include:
Teacher Slides Powerpoint
Starter Activities (Word Documents)
Student Worksheets (Word Documents)
Extension Tasks (Word Documents)
Plenary Activities (Word Documents)
End of unit assessment is introduced in lesson 6 onwards. End of Unit Evaulation documents and Pupil Grading documents included.
This lesson covers Algorithms used in programming.
This does not include a lesson plan, but will distribute for free as i used resources from a colleague.
Students need to find and fix logic and syntax errors in 4 pseudocode style programs. For each one, they have to provide the line number for the logic/syntax error, an explanation and a fixed version. Activity mirrored on GCSE style questions with challenging algorithms in use. A reference sheet at the back explains what syntax and logic errors are with examples. Answers are included. File formats provided are PDF and DOC.
Note: Mistake on Extension task and Help sheet now fixed. Please download again to get the corrected version.
Programming algorithms for drawing shapes
In this programming activity, students will use the programming language Logo to understand and create algorithms for drawing shapes. Through creating their own unique shapes via algorithms, students will see their code come to life on screen.
This is one of a set of resources developed to aid the teaching of the secondary national curriculum, particularly KS3. It has been designed to support the delivery of key topics within maths, engineering and computing.
Activity: Programming algorithms for drawing shapes
The first part of this activity is intended to encourage students to examine a sequence of instructions, look for a pattern, and explain this pattern. The next problem asks the students to continue the pattern, making deductions about how the pattern will continue. Students are then challenged to produce a set of instructions for drawing different shapes before trying some designs of their own. They will be encouraged to use an online logo app like Papert to try out their instructions. Problem-solving questions will stimulate students to identify and extend a sequence, requiring reasoning and proof.
The engineering context
Algorithms form the backbone of many engineering processes, from automation and improving efficiency to data analysis and problem solving. As such, learning about algorithms prepares students for more advanced engineering studies.
Pythagoras’ theorem and trigonometry are fundamental in multiple engineering fields such as civil engineering for structural design, electrical engineering for signal analysis, and mechanical engineering for understanding dynamics and mechanisms.
Suggested learning outcomes
This lesson plan aims to cover potential GCSE content such as identifying and explaining patterns and sequences, understanding the exterior angles of shapes, and applying Pythagoras and trigonometry. In the process, students will also develop key problem-solving skills as they predict sequences, work out instructions, and discuss their reasoning. This activity will also give students a deeper appreciation for the role of algorithms in our daily lives.
Download our activity sheet and other teaching resources
The activity sheet includes teachers’ notes, useful web links, and links (where appropriate) to the national curriculum in each of the four devolved nations; England, Northern Ireland, Scotland and Wales.
All activity sheets and supporting resources are free to download, and all the documents are fully editable, so you can tailor them to your students’ and your schools’ needs.
Please do share your highlights with us @IETeducation.
Powerpoint to teach A Level Further Maths Decision/Discrete Maths Option: Linear Programming.
Primarily written for Edexcel but suitable for OCR specifications. Complete, step-by-step approach with worked examples of A Level standard. Format is such that students can also use as revision at their own pace and includes a handy flowchart for revision.
The full set of 16 PowerPoints in this series cover the whole of the Edexcel D1 course:
Algorithms
Bin-Packing Algorithm
Critical Path Analysis (GANTT)
Dijjkstra’s Shortest Path Algorithm
Floyd’s shortest distance algorithm
Graphs & Networks
Kruskal’s Minimum Spanning Tree
Linear Programming
Planarity Algorithm
Prim’s Minimum Spanning Tree
Route Inspection Algorithm
Simplex Algorithm 1 - Edexcel tableau
Simplex Algorithm 2 (artificial variables) - Edexcel tableau
Simplex Algorithm 3 (Big M method) - Edexcel tableau
Sorting Algorithm: Quick-sort, Bubble-sort (& Shuttle-sort for OCR)
Travelling Salesperson Problem, including Nearest Neighbour Algorithm (+ tour improvement algorithm for OCR)
Updated 2022
Two flipcharts that will help with teaching coding and language associated with it, in Computing (ICT).
Ties in with this KS2 outcome:
design, write and debug programs that accomplish specific goals, including controlling
or simulating physical systems; solve problems by decomposing them into smaller
parts
NOTE: You will need a subscription to TES elements to be able to make full use of this planning.
Complete planning and resources for 6 weeks of Computing on Algorithms and Programming for Year 1.
There is a PDF and an editable version of each file (you just need to delete the Save Teachers' Sundays logo from each of the editable files)
This whole unit of work includes all my Introduction to Python Programming lessons within one bundle! Includes:
Part 1: Print Statements, Data Types and Mathematical Calculations
Part 2: Variables
Part 3: Comments
Part 4: Selection
Part 5: Lists and Arrays
Part 6: Manipulating String
Part 7: Looping
Each resource includes differentiated activities to consolidate learning as well as final unit challenges to assess understanding.
Save 40% when purchasing all these resources together!