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.
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
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!
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.
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.
Help students become familiar with pseudocode by asking them to match pseudocode programs to their purposes (or explaining them if higher ability). This activity includes use of IF statements, FOR loops, WHILE loops, STRING manipulation, FUNCTIONS and ARRAYS. Lower ability students can do the matching activity and higher ability can provide the purpose rather than match. Files for both included as well as answers. DOC and PDF file formats provided.
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.
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.
This is a full 60 minute lesson complete with technical terms on every slide, objectives, outcomes on every slide and exam questions throughout. Plenty of differentiation, support and challenge for students of all abilities.
The lesson covers sub-programs, procedures, functions, parameters and arguments, with definitions for each and exam questions on each. Easily adapted to be split over 2 or 3 lessons.
Do your students need a little extra help to understand using subprograms in their Python programming? Are you looking for some ready-to-use programming challenges that can be easily incorporated into your lessons?
This worksheet can be used as a classroom activity, for a homework task or as a ready-to-use task for quick finishers, making this an invaluable resource to have in your teacher kit.
Download this ready to use worksheet now and take control of your workload. Use it immediately or simply keep it in reserve for when you need it.
WHAT IS INCLUDED?
This 3-page PDF printable handout includes:
example code,
a task to read code,
a task to identify the error in code and
3 practical challenges for them to practice writing Python code.
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You even have a separate PDF with possible answers.
The diversity of these subprogram challenges allows pupils to develop a variety of useful programming skills. This resource is perfect for established computer science teachers, non-specialist teachers or newly qualified teachers.
What are you waiting for? Take action straight away and grab your copy of this wonderful worksheet today that will keep your pupils engaged and making real progress. Everything is done for you which will save you hours of preparation time.
Please note: This resource is a non-editable PDF
FREE BONUS PRODUCT INCLUDED
As a special thank you for purchasing this product I am pleased to be able to also include a surprise FREE bonus gift. This gift is one of my complete resources for which I usually charge full price but is yours absolutely free when you purchase this product. Just my little way of saying thank you to my valued customers. I hope you enjoy it and get use out of it, with my compliments.
Click Here To See More Of My Great Python Challenges
This Python lesson is perfect to help GCSE classes get back into Python programming after they have had a break from it. It does assume they are familiar with the KS3 national curriculum requirements and have previously been taught about sub programs, functions and procedures.
Please note: This lesson recaps these key areas, giving pupils a chance to practise previously learnt skills but this lesson is not suitable for teaching these elements to your class for the first time.
Download this no-prep lesson now to help you take control of your workload.
This complete lesson includes an attractive dyslexia-friendly PowerPoint presentation, a pop quiz and lots of practical programming practice. The easy-to-follow teacher’s lesson plan includes all the answers.
This ready-to-use lesson is perfect for non-specialist teachers, newly qualified teachers and teachers who are teaching Python for the first time.
Duration: 1 lesson.
This lesson teaches pupils about:
What is a sub program?
Calling sub programs
Passing single and multiple variables to sub programs
Returning single and multiple variables to the main program
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What are you waiting for? Take action straight away and grab your copy of this wonderful lesson today that will keep your pupils engaged and making real progress. Everything is done for you which will save you hours of preparation time.
FREE BONUS PRODUCT INCLUDED
As a special thank you for purchasing this product I am pleased to be able to also include a surprise FREE bonus gift. This gift is one of my complete resources for which I usually charge full price but is yours absolutely free when you purchase this product. Just my little way of saying thank you to my valued customers. I hope you enjoy it and get use out of it, with my compliments.
Click Here To See More Of My Great Python Lessons
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.
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 guide gives algorithms, written in OCR-style pseudocode for the following data structures: array, stack, queue, singly linked list, doubly linked list, binary search tree and graphs. The algorithms are presented in an easy-to-understand format. They include how data is added to, removed from and how the data structues are searched including the big-O for the data structures. There are a variety of implementation examples including array-based and object-oriented. In places, recursive algorithms are presented and compared to iterative. The guide also includes standard sort and search algorithms.
Ten pseudocode and python programming challenges that are laid out like an exam question (with a suggested pseudocode and python solution for each question). The challenges build in difficulty as pupils progress through them. The first 4 are based on selection statements, next 3 on iteration, 2 on array/lists and the final one on subroutines.
Some guidance is provided to the pupils on the front sheet to indicate the pseudocode keywords and programming structures. These are primarily aimed at GCSE Computer Science pupils.
A 50 minute lesson in two parts, outlining the meanings of the terms Module, Function and Procedure, then facilitating the creation simple dice-roll and graphics-drawing code tasks which demonstrate the concepts.
Differentiated to implement Python and Scratch for students at varying levels. Complete with bespoke worksheets and a lesson plan.
Outcomes:
Understand and Explain the terms Module, Function and Procedure.
Create a simple Dice Rolling game mechanic demonstrating the use of Modules, Functions and Procedures.
Understand and Explain the use of Parameters and Arguments within Modules, Functions and Procedures.
This booklet was written for the Scottish National 4/5 courses but could be used as part of any programming course for beginners.
The booklet covers the following topics
- What is a program?
- Design Methodologies
- Programming Construct Definitions
- Program Constucts exemplified in Pseudocode (with several tasks to teach pupils design & pseudocode at the same time)
- Readability
- Types of Errors
- Interpreters vs Compilers
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