Let’s learn about Computers! This worksheet includes 18 pages with a large variety of activities and exercises about computers. The materials have informative exercises about many different computer related topics such as computer games, viruses, cyber-crime, hardware components, supercomputers and many other things! Crosswords, word searches, puzzles and other kinds of activities are included to make it a fun and interesting class. Overview: Page 1-3: Computers (puzzles and exercises) Page 4: History of computers Page 5-6: Hardware components Page 7: Games Consoles Page 8-9: Viruses Page 10: Computer games Page 11-12: Cyber-crime Page 13: Computer Brands Page 14-15: Supercomputers Page 16: Pioneers Page 17-18: Reflection Extra: Computer brands activity for experts The answers and an answer sheet are included. The following questions are a few of the topics handled in this worksheet: What is the difference between hardware and software? What is a computer virus? What is cyber-crime? What are the functions of hardware components? How can I protect my computer? You might also like these worksheets: Internet (FREE!) Facebook Keywords: e-mail, computers, PC, desktop, laptop, gadget, wi-fi, processor (CPU), apple, virus, software, hardware, download, operating system, programmer, RAM, motherboard, Tetris, World of Warcraft, cyber-crime, hacker, google, facebook, USB, Bill Gates, Steve Job, Charles Babbage.
This highly interactive lesson that requires the pupils to work in teams and use computational thinking skills to solve a range of puzzles. This activity perfect for pupils about to learn Python programming and you want to show the importance of computational thinking skills. Your class need to work together to escape a locked laboratory in a spaceship and start the engines to avoid being sucked into a black hole by completing different challenges which will use a variety of computational thinking skills. They are given most of the lesson to work together and at the end of the lesson, time is dedicated to discuss the computational thinking skills they used during the activity. This gives them a practical application for the computational thinking theory rather than using the tired old “making a jam sandwich” or “getting up in the morning” scenarios which are commonly used. This activity is not a handout driven escape room, it involves using an interactive PowerPoint presentation and physical tasks that moves away from pupils filling in yet another worksheet, to working together in a team to solve interesting and challenging puzzles. Pupils enjoy the lesson and are fully engaged whilst developing the key computational thinking skills of decomposition, pattern recognition, abstraction and algorithms. Please note: This lesson does require teachers to prepare some props beforehand and it is highly recommended the teacher reads through the teacher’s instructions and creates the props well before they want to use the lesson. Written primarily for key stage 3, this activity can be used in a variety of situations: Introducing pupils to computational thinking skills before they are introduced to a text-based programming language Used as an end of term fun lesson which still has an education element A fun activity to use on a year 6 transition day Allow your new year 7s to get to know their new classmates and grow team sprit Helping a reluctant class see the benefits of learning programming skills . Find out what sort of computer science teacher you are with this FREE fun 10-minute quiz.
This bundle of 6 lessons covers: Types of Networks Network Hardware What is the internet? Network Topologies Wireless Networks Network Protocols and the TCP/IP 4-Layer Model These lessons are suitable for teaching the new updated syllabus starting September 2020 including the OCR GCSE Computer Science (J277) and AQA GCSE Computer Science (8520). Each lesson includes an attractive dyslexia friendly PowerPoint presentation with differentiated lesson objectives, at lease one video and lots of tasks and questions. Each lesson also 3 differentiated exam style questions along with a comprehensive teacher’s lesson plan including all the answers.
An entire UNIT OF WORK for the new Computing curriculum, looking at: - what networks are, - how they are made, - how the Internet works, - data protection and encryption - and touching on E-Safety. Includes Medium and Short Term Planning, professional PowerPoint presentation for the whole unit, ALL worksheets and EXEMPLAR photographs for ease of understanding. Simple reference system - L1 means Lesson 1, L2 - Lesson 2 etc. ALL necessary worksheets for each lesson are highlighted on the Short Term Planning in Yellow in both the Resources column and when describing the activities. Most worksheets are editable to suit. This has been successfully delivered to Y3, but could it be used for most of KS2 if they have not yet looked at it. Please review and rate.
This bundle contains all my popular premium Computational Thinking teaching resources as well as all my Computational Thinking posters and activities as seen within my shop. This bundle includes: Computational Thinking for KS3 Computational Thinking for KS4 Computational Thinking Problem Solving Computational Thinking: Create an Interactive Story Computational Thinking: Code Breaking KS3 Algorithm Design: Year 7 KS3 Algorithm Design: Year 8 KS4 Algorithm Design Computational Thinking Starter Puzzles ROB-BOT! Card Game Buy all these resources together and save almost 25% off individual retail price!
This unit of work introduces students within KS3 to the concepts of computational thinking by helping Rob-bot the robot make a jam sandwich. Through the activity, students will learn about decomposition, pattern recognition, abstraction and algorithm design (through both basic flowcharts and pseudo code). They will also lean about the importance of debugging their algorithms. The duration of this work usually takes between 2-3 hours to complete, so is perfect as an introductory unit to computational thinking and programming. ***Please leave a review!***
Computer Science periodic table wall display of key terms in programming. Wall display for ICT and Computer Science classroom. Key terms and keywords with definitions for programming in Python. Contains 32 key words used in programming with definitions under each one. Grouped together as publisher documents to easily print all 4 coloured groups seperately.
This bundle includes both my year 7 and year 8 Computer Systems units of work! What you will learn within the year 7 unit of work: To show understanding of the difference between input and output devices with suitable examples. To understand the difference between internal and external devices with suitable examples. To describe the different types of storage: Magnetic, Optical and Solid State. To understand the role and purpose of the CPU and the relationship with RAM (Fetch-Execute Cycle). To show an understanding of an embedded system including suitable examples. What you will learn within the year 8 unit of work: Explain factors affecting CPU performance. Clock Speed Cache Size Number of Cores RAM, ROM and Virtual Memory – understanding of differences between volatile and non-volatile memory. Explain factors affecting secondary storage. Cost Capacity Speed Portability Understand the Fetch – Execute Cycle. Both units of work include a range of information and activities to develop student knowledge and understanding of computer systems. Knowledge organisers, revision sheets and final assessments are also included. Teacher answer powerpoints for both units of work are also included. **Please leave a review!
Computer Science: Introduction to Networks for KS3 students The aim of this unit of work is to introduce KS3 students to computer networks. Within this unit of work, students will learn the following: What will you learn? To understand what is meant by a Local Area Network (LAN). Hardware required Methods of connection (WiFi & Ethernet cable) To understand what is meant by a Wide Area Network (WAN). Methods to connect (GPRS, mobile, telephone cables & satellite). To understand how peripheral devices can connect to a computer system using a Wireless Personal Area Network (WPAN). Methods to connect (Bluetooth). Understand the following methods of keeping you computer secure on a computer network: - Firewall - Anti-malware - Passwords - Encryption This unit of work includes a range of information and activities to develop student knowledge and understanding of computer systems. Please note two practical activities require the use of rope to create a human networks! A final assessment is also included. Teacher answer PowerPoint also included. **Please leave a review!
I have constructed a unit for KS3 on Computer Hardware. Due to the COVID-19 pandemic this unit requires students have NO access to computers or digital devices. The teacher will, of course, require access to a device and board. The unit contains six 1-hr lessons as follows: Lesson 1 - Advancements in Technologu Lesson 2 - The CPU Lesson 3 - RAM and ROM Lesson 4 - Input and Output Devices Lesson 5 - Additional Internal Hardware Lesson 6 - AR and VR Please see breakdown of each lesson below: Lesson 1: Students will be able to explain how computing has developed over time, and describe this in relation to Moore’s Law for processing power and capacity. Students will also be able to identify some key dates and figures in the history and development of Computing, and explain either what happened on this date, or what the figure is well known for. Lesson 2: Students will be able to describe the job role of the CPU, and how it undertakes its job via the F-D-E cycle. For this cycle, students will be able to state what happens in each stage of the cycle, and refer to some important registers in this cycle (MDR, MAR, Program Counter). Finally, students will be able to identify different measures of performance, as well as describe these measures with comparisons amongst each one (e.g. why a dual core processor is not as effective as a quad core). Lesson 3: Students will be able to state what both RAM and ROM do, as well as describe their job roles. Furthermore, students will be able to create a link between the CPU and RAM, and describe why the capacity of RAM affects performance. Students will then be able to explain how the capacity of RAM results in the use of Virtual Memory, and how this affects performance, as well as how Virtual Memory actually works. Lesson 4: Students to be able to define what input and output devices are, and provide examples for both. Students to be able to identify devices that can be considered both input and output devices (e.g. touch screens). Furthermore, students to be able to describe how everyday machines and devices can be adapted to ensure accessibility for all, through the use of input and output devices developed to support those with disabilities. Lesson 5: Students will be able to describe the job roles of the HDD, Graphics Card, and Heat Sink, as well as compare different models of each, identifying which models they would select and why. When selecting these models’ students will be able to refer to model specifications such as frame rates and storage capacities. Furthermore, students will be able to build their own custom computer system using the key components that have been discussed. Students will apply the use of a budget to build a computer system comprising of different internal components, understanding they have to balance cost with performance for each component. Finally, students will complete a mastery assessment based on the content covered in this unit. Le
A set of 8 PDF worksheets covering the basic elements of OCR GCSE Computer Science - Computer Systems J276/01. Intended for use as revision aids or end of topic summaries to consolidate understanding of key concepts and terms. They could also be used for other Computing qualifications.
Within this unit of work, students will learn how to apply the concepts of computational thinking to a range of different problem solving puzzles. The resource is split into four sections; 1. Computational thinking puzzles - a range of different types of puzzles which encourage students to apply the concepts of computational thinking to solve them. Puzzles include mazes, word ladders and even a game of draughts (or checkers)! 2. Logic Gates - students will need to solve the logic gate puzzles to identify if the output is on (1) or off (0) dependent on the gate sequences. This also helps develop Boolean decision making through the use of AND, OR & NOT gates which produce a TRUE (1) or FALSE (0) output. 3. Flowchart puzzles - students need to work out the correct answers to the questions asked dependent on the input information and the flowchart conditions set. Flowcharts include the use of algebra variables which can help support mathematics students. 4. Pseudo code puzzles - students need to read through the pseudo code algorithms and demonstrate their understanding by answering the questions asked. Pseudo code sequences include the use of algebra variables which can help support mathematics students. Each puzzle is given a score. Once complete students check their answers and work out their overall scores and place them in the grid provided. They then compare this with the overall levels to find their overall level: Rookie, Pro or Beast! This can then be used within assessment to see if students are performing at, below or above expected levels. Pack includes a student PowerPoint resource to complete and answers for each puzzle. ***Please Leave a Review!***
This huge bundle includes all my key stage 3 computer science units of work as well as knowledge organisers and revision sheets to help prepare your students for their final assessments (all included). Full solutions are also included. This bundle contains: Computer Systems - Year 7 Computer Systems - Year 8 KS3 Networks Computational Thinking for KS3 Algorithm Design - Year 7 Algorithm Design - Year 8 Data Representation - Year 7 Data Representation - Year 8 Also includes knowledge organisers and revision sheets and starter activities! Purchase all these resources within this bundle and you will save over 25% individual resource price!
Brand New Computing KS3 Escape Room - End of Term Digital Escape Room - 2nd Generation Virtual Escape Room by Cre8tive Resources including a Python room! Can you escape the School Before the End of Term? This lasts an hour or under depending on how quick the teams can solve each puzzle! Students love this style of lesson, great as an educational treat for your class. How can this resource be adapted for social distancing? Upload / send the sheets digitally so students can work independently through them (don’t use the keys or PPT tracker if so) Could use as part of a Recovery Curriculum Set the 7 Puzzles for Homework Pairs instead of groups ✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰ Product Contents: ☞ Escape Room Interactive Tracker PowerPoint - Keeps the competitive nature on display ☞ Escape Room Puzzle Keys (Six Sets for Six Teams) ☞ Escape Room Team sheet - Record codes, answers clues as they progress through the 7 rooms ☞ Escape Room Puzzles (7 Rooms = 7 Different styles of Puzzles involving numeracy, literacy and lateral thinking) ☞ Teacher Answer Sheet - Quickly confirm to teams they have solved the puzzle correctly ☞ Teacher instructions of how to set up the escape room and what to print and top tips and shortcuts. ☞ Successful Escape Certificates for those that complete the entire challenge (There is a difficult bonus escape too :) for any quick teams ☞ The 7 Rooms each have a specific Puzzle that has been adapted to suit the topic of this Escape Room and is suitable to KS3 and KS4 Student ✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰ Our Philosophy We aim to help you equip students with the knowledge and skills to take ownership of their own learning. Our Products come ‘Ready-to-Teach’ with everything you need to teach fun and creative lessons. Our products are teacher-designed, classroom tested & student approved. ✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰✰ The 7 Rooms include: Playground, Hallway F, English Classroom, Never Ending Basement, Heads Office, The Library and Finally the Secret Laboratory (Each Puzzle has been adapted to suit the topic of this Escape Room and is suitable to KS3 and KS4 Student. JUST PRINT AND GO! They can also be used to encourage a flipped learning environment. Product Code C8/ES/44
This resource introduces cloud computing using a video clip. Then students use the worksheet which has questions on different types of cloud, advantages & disadvantages of cloud computing as well as different style of could computing. It also has a model for students to analysis and build their own new model for cloud computing.
This lesson introduces the idea of Computational Thinking. It teaches students the fundamentals that are used throughout the GCSE Computer Science topic. This can be taught to KS3 or KS4 and is the first lesson of six within this package. This lesson covers decomposition, pattern recognition, abstraction and algorithms. The exercises then help students practice their understanding before moving onto flowcharts.
A set of starters that can be used with any computing class. Each image is in alphabetical order.
Get your students into the right mindset from the off with these fantastic starter activities! With 20 different puzzles for your students to try and solve, there are enough activities to cover a full 8 week term! This resource includes a range of puzzles such as code breaking, symbol grids, number pyramids, understanding algorithms and many more! Solutions included!
simple worksheets to develop understanding of computer parts, colourful images
A ppt lesson introducing vocab for activities on computers - designed to go with echo 3. A notebook file with an actjective matching activity.
To support Echo3 chapter 1 topic of computers