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.
A great introduction to understanding computational thinking, algorithms and sorting and searching algorithms. Pupils learn about, decomposition, pattern recognition, writing algorithms, flowcharts, bubble sort, insertion sort, merge sort, linear search and binary search algorithms. These ready to use lessons will save you hours of preparation and can easily be adapted to meet your own requirements.
WHAT IS INCLUDED?
In this unit you have 9 ready-to-use lessons:
3 lessons on computational thinking (decomposition, pattern recognition and abstraction)
3 lessons on understanding algorithms (creating an algorithm, flowcharts, selection and iteration)
3 lessons on sorting and searching algorithms (bubble sort, insertion sort, merge sort, linear search and binary search)
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These lessons include everything you need such as:
a very high-quality accessible PowerPoint presentation for every lesson that effortlessly leads the teacher through the lesson and includes all the answers to the many questions and tasks the students need to complete
an editable worksheet for every lesson
an easy-to-follow editable lesson plan for every lesson
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Not only have you got the complete lessons above but if you wanted to extend the searching and sorting algorithms unit I have made it extra easy by also including the Python programs (both with and without comments) for each of the searching and sorting algorithms along with the pseudocode covering the AQA, OCR and Edexcel syntax.
PRIOR LEARNING
Pupils do not need any prior learning for the first of these units “Computational thinking”. After the computational thinking unit pupils can progress immediately to “Understanding Algorithms” unit or you may want to split it up and use these units in separate year groups. Older pupils who are more familiar with Python will enjoy the “Sorting and Searching Algorithms” unit.
EASY TO USE
These ready to use resources are so straightforward that although I have included a lesson plan, most teachers can teach straight from the PowerPoint presentation without any further assistance. And best of all, the answers are included saving you time and energy.
This makes these lessons suitable for experienced computing specialist teachers along with non-specialists and early career teachers.
EDITABLE RESOURCES
I understand that teachers want to adapt their resources, so I’ve made the bold decision to make these resources editable.
Therefore, if you need to use a particular template style for your school or pupils with special educational needs, you can change the PowerPoint presentation, worksheet and lesson plan to suit your needs.
These lessons are highly interactive and engage students straight from the start.
Start reaping the benefits today of incredibly high-quality, professionally designed teaching resources that you can use with virtually no preparation.
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This resource includes 7 Christmas themed, stand alone activities for students learning how to program using Python.
The activities go from basic activities to more complex tasks. Some of the skills and knowledge tested includes using input, FOR and WHILE loops, string manipulation, lists, exporting to an external file and importing from an external file.
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.
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The lesson is suitable for KS3 / GCSE Computer Science.
Starter, asking pupils to comment on an article about the impact of algorithms
Presentation on what an algorithm is, giving examples of algorithms, different kinds of computer algorithms and how these sets of instructions can be developed into a program.
Sample python programs supporting the presentation on algorithms
Presentation on decomposition saying what it is, giving examples and looking at how decomposition can apply to programs effecting the way a person programs (eg functional programming)
Task to decompose an authentication probem.
Presentation on abstraction, looking at what it is, giving examples and considering what data can be removed as part of the abstraction process.
The pupils are given a task to remove any unecessary detail from an algorithm.
The pupils complete five abstraction questions .
Plenary, the pupils split into pairs and are given a problem. One person explains in a series of steps how to solve the problem (decomposition), whilst the other person tries to intervene to remove any unecessary detail from the explanation (abstraction)
Homework task on how to make toast breaking this problem down using decomposition / abstraction.
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.
Python Programming Challenges Booklet – GCSE Computer Science
Perfect for KS4 students, this comprehensive Python Programming Challenges Booklet is designed to support learners preparing for the GCSE Computer Science curriculum (AQA, OCR, Edexcel). Whether you’re teaching in class, setting homework, or offering revision resources, this booklet provides a structured and engaging way to build Python skills from beginner to advanced levels.
What’s Included:
50+ progressive challenges from basic input/output to loops, conditionals, lists, and functions
Real-world scenarios to make programming meaningful and relatable
Clear instructions with space for students to write code and reflect
Differentiated tasks to support all learners – from foundational to stretch and challenge
Some Model answers included – so ideal for assessment or independent problem-solving
Topics Covered:
Variables and data types
Input and output
Arithmetic and logic
Sequence, selection, and iteration
Lists and loops
Basic subroutines and validation
Ideal For:
GCSE Computer Science students (Years 10–11)
Homework, cover lessons, or revision
Independent learning or flipped classroom activities
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.
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)
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.
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.
93 slides of programming the following 12 topics:
1 Basic syntax
2 Escape sequences
3 Algorithms
4 Mathematical functions
5 Errors
6 Variables
7 Input function
8 Strings
9 Relational operators
10 Using ELIF
11 Style guide
12 Flowcharts
Created using the Edexcel Computer Science guidance material each task is easy to follow and includes practice tasks, questions, code to debug and programming tasks. Each task is very easy to understand as they all follow on from each other.
Feedback welcomed!
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.
This resource covers Structured English, Pseudocode and Flowcharts. Each of the three topics is explained in detail with some worked examples to reinforce the concepts. There are additional exercises for practice and revision.
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)
Start your students’ coding journey with Python! Teach the basics of programming using sequences - inputs, variables, constants, basic operators, and outputs - and the basics of using an IDE. This lesson is great to build the foundations for students to learn more advanced programming techniques. This lesson also introduces basic programming concepts.
You can use this resource with minimal preparation - it is good to go! You can easily reuse and build upon our top-quality teaching material to fit your unique teaching style. The activities inside this resource have been specially created to allow students to develop their problem-solving and critical thinking skills!
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Specially designed for the OCR GCSE curriculum (J277). No excessive content from other exam boards here! This can also be used as a refresher for new A-Level students.
➟ This resource contains:
24x Slide Presentation which consists of appealing visuals, discussion tasks, student activities, and more! and (un)funny jokes!
Programming Exercises with source code answers to allow students to consolidate their knowledge or explore a different way to solve the problem.
Exam-Styled Questions with a mark scheme to reinforce key concepts learned in the lesson, either for homework or during the lesson.
➟ Other useful resources:
Python Selections Workbook
File Handling - Python Challenges
Python Loops - OCR GCSE Lesson
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We hope you enjoy using our resources just as much as we enjoyed creating them! :)
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This is a PowerPoint presentation which uses animation, simple layouts, graphics and diagrams to clearly explain all topics required for a full understanding of Decision Maths Year 1, The simplex algorithm. This is completely in-line with the Edexcel A-level Further Maths specification.
teachingisgood is happy to declare that this presentation also includes loads of practice questions, which build up a key understanding and build exam skills, as well as exam-style questions which push problem solving skills with questions aimed at the highest achieving students.
This presentation is part of a series of presentations for A-level Further Maths, some of which also include interactive quizzes, videos and fun ways to test students and develop knowledge.
The topics covered in this presentation is as follows.
Formulating linear programming problems
The simplex method
Problems requiring integer solutions
Two-stage simplex method
The big-M method
This free resource consists of two PowerPoint presentations; one for the teacher and the other for students. There are three student activities relating to programming constructs (sequence, selection and iteration), developing flowcharts, and identifying programming constructs in pseudocode. Only the teacher PowerPoint contains the answers. There is also a link to a programming construct quiz (on 101 Computing) which can be used as a plenary, and a Python programming challenge for students who already are some programming experience. Please leave positive feedback if you enjoyed using this resource.