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.
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!
Handy 1 page knowledge organiser that summarises the topic of Algorithms. The focus is on the AQA 8520 (9 - 1) and gives an overview of the term algorithm, decomposition and abstraction. There is a summary of flowcharts and the symbols. There is a summary of searching algorithms with comparisons of linear and binary. Sorting algorithms are covered and bubble sort and merge sort are compared
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 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)
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.
Introduction to the object-oriented programming paradigm from the very basics of paradigms. The PowerPoint also contains python OOP programming tasks with the solutions on the following slides. Included are also the code .py python files for the tasks as a zip file.
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.
Just click on the BUY NOW button to download them straight away. You’ll wonder how you ever managed without them.
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.
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
Ultimate Scratch Programming Bundle: From Basics to Game Development!
Take your students on a complete journey through programming with this comprehensive bundle, combining the Introduction to Programming with Scratch series and the exciting Game Design Unit.
This all-in-one resource equips learners with essential coding skills and culminates in a creative, real-world project where students become junior game developers for Scratchy Studios.
Perfect for KS3 learners, this bundle delivers everything needed to build confidence, foster computational thinking, and inspire a love for coding.
What’s Included?
Introduction to Programming with Scratch Lessons
Sequencing: Learn the importance of running instructions in the correct order.
Selection: Master decision-making with if-else statements and logic operators.
Variables: Discover how to store, update, and retrieve data dynamically.
Iteration: Simplify code with loops to perform repeated actions efficiently.
Debugging: Detect and fix errors, ensuring programs run smoothly.
Game Design Unit
Build on the foundational skills learned in the introductory lessons by designing and creating a fully functional Scratch game.
Includes concept development, game planning, coding, testing, and debugging to complete a professional-style project.
Teacher PowerPoints
Professional slides to guide lesson delivery for each concept and the game design project.
Includes detailed explanations, real-world examples, and engaging starter activities.
Student Workbooks
Scaffolded worksheets to support every stage of learning, from coding basics to game design.
Space for students to document progress, evaluate their work, and showcase their creativity.
Practical Scratch Tasks
Links to interactive Scratch projects that reinforce each programming concept and allow students to apply their skills immediately.
Why You Will Love It!
All-in-One Solution:
Combines foundational lessons with a capstone project, providing a complete programming curriculum.
Engaging and Accessible:
Designed for all learners, from beginners to those ready for advanced challenges.
Scaffolding ensures even non-specialist teachers can deliver high-quality lessons.
Real-World Application:
Framed within the Scratchy Studios storyline, students experience programming in a meaningful and creative context.
Time-Saving:
Fully prepared resources save hours of planning while offering professional-quality content.
Key Learning Outcomes
By completing this bundle, students will:
Master core programming concepts: sequencing, selection, variables, iteration, and debugging.
Apply their skills to design and develop a fully functional game in Scratch.
Gain confidence in problem-solving and computational thinking.
Give your students the ultimate programming experience with this complete Scratch bundle! From mastering the basics to designing their first game, this resource is all you need to inspire the next generation of coders. Download today and start the journey!
Please leave a review!
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.
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
This resource is a comprehensive guide to Object-Oriented Programming (OOP) in Python, designed to help students learn, practise, and master OOP principles. Whether you are studying GCSE, A-Level, or an equivalent qualification, this booklet provides clear explanations, structured examples, and engaging exercises to develop a strong foundation in OOP.
What’s Inside?
Covers key OOP topics, including:
Classes and Objects – Understanding the fundamentals of object-oriented programming.
Encapsulation – Protecting and managing data within objects.
Inheritance – Creating relationships between classes to promote code reuse.
Polymorphism – Using common method names for different behaviours.
Abstraction – Simplifying complex systems by focusing on essential details.
Each topic is explained step by step, with practical Python code examples to reinforce learning.
Includes Practical Coding Challenges & Exam-Style Questions!
Over 50 structured practice questions to test understanding.
Real-world coding exercises, including a Robot Game project, to apply OOP concepts.
Exam-style questions to help students prepare for assessments.
A final challenge project to develop a turn-based game using OOP principles.
Available as a PDF Download
The full OOP booklet – covering all major topics in Python OOP.
A complete answer sheet – allowing students to check their work or teachers to use it as a marking guide.
Who is this resource for?
Students – Ideal for structured learning and revision.
Teachers – A valuable classroom resource for teaching OOP concepts.
Self-learners – Perfect for independent study and programming practice.
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.
An illustrated 7-poster sketchnote set covering the core of GCSE Computer Science algorithms and programming. Designed for secondary school Computing classrooms and student revision walls.
The set covers: what is an algorithm (decomposition, abstraction, definitions); flowcharts and pseudocode conventions; the three programming constructs (sequence, selection, iteration); data types, variables, and operators; linear search vs binary search; bubble sort vs merge sort; and arrays in 1D and 2D.
Every poster uses the same hand-drawn sketchnote style: ink outlines, coloured pencil fills, large illustrated diagrams, and integrated hand-lettered text. The diagrams themselves do the teaching. Students see bubble sort as a sequence of swaps, binary search as a halving row, arrays as boxes with indices. Worked examples, common mistakes, and exam tips feature on every poster.
Classroom use ideas include a permanent Computer Science classroom wall display for Year 10 and 11, revision rotation on a display board during exam season, a front-of-class reference during lessons on searching, sorting and pseudocode, printed smaller as student revision handouts, corridor or department display during Computing subject showcases, and tutor group revision sessions and after-school revision clubs.
Specification alignment: the content is aligned to the standard GCSE Computer Science specification covered across all major UK exam boards. Topics map directly to the Fundamentals of Algorithms and Programming sections of the course. Terminology uses standard pseudocode conventions students will see in exam papers.
What you get: 7 high-quality PDF posters at 300dpi, printable at any size from postcard up to large wall poster, instant digital download after purchase, printable on any home or school colour printer, portrait orientation, ready for standard classroom frames or display boards.
Perfect for Year 10 and Year 11 Computer Science teachers, Computing department displays, student revision walls at home, tutor centres and revision clubs, and NQTs and ECTs looking for ready-made classroom displays.
Designed by a UK teacher. The Adaptive Toolkit. For personal and single-classroom use only. Please do not redistribute, resell, or share the files.
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.