Producing Robust Programs 3 - Test Data Part 2Quick View
MickeyTheMooMickeyTheMoo

Producing Robust Programs 3 - Test Data Part 2

(1)
A year 9 resource I created as part 3 of 3 lessons on Creating Robust Programs. This lesson continues with the below outcomes and LOs using exam questions and a differentiated-by-ability code sabotage exercise. Outcomes: • Understand the different types of Test Data: Valid / Invalid / Erroneous / Border. • Create a Test Table. • Demonstrate how to fix sabotaged code. Learning Objectives: • Pupils to gain understanding of test data types through creation of a test table. • Pupils to familiarise themselves with code then to fix it when sabotaged. Pupils assessed on exam questioning. PowerPoint, resources and lesson plan template included. UPDATE: All “Sabotage” project code now included.
Producing Robust Programs 2 - Test Data Part 1Quick View
MickeyTheMooMickeyTheMoo

Producing Robust Programs 2 - Test Data Part 1

(0)
A year 9 resource I created as part 2 of 3 lessons on Creating Robust Programs. This lesson introduces the outcomes and LOs below using exam-style questions and Quality Assurance based industry experience. Outcomes: • Understand why we Test. • Describe the types of testing: Iterative and Terminal. • Describe the types of errors: Syntax, Logic and Runtime. Learning Objectives: • Pupils to undertake QA testing exercise of a real game, Mac tech permitting. • Pupils to refactor badly factored code. • Pupils to explain reasons for, iterative and terminal testing in their books. • Pupils to answer exam questions on error types (Syntax and logic). PowerPoint, resources and lesson plan template included.
Producing Robust Programs 1 - Defensive DesignQuick View
MickeyTheMooMickeyTheMoo

Producing Robust Programs 1 - Defensive Design

(0)
A year 9 resource I created as part 1 and 2 of 4 lessons on Creating Robust Programs. This lesson introduces the following concepts: Anticipating Misuse; Planning for Contingencies; Validation of Input; Authentication using scaffolded exercises, extension and AFL. Outcomes: • Describe defensive design considerations: o Anticipating Misuse o Planning for Contingencies o Validation of Input o Authentication Learning Objectives: • Pupils to undertake 6x coding exercises regarding validation of input and authentication. • Pupils to complete AFL exercise before and after the lesson, demonstrating understanding. PowerPoint, resources and lesson plan template included.
Input, Output and StorageQuick View
MickeyTheMooMickeyTheMoo

Input, Output and Storage

(0)
A year 7 lesson resource I created to introduce the following concepts: Input and Output devices, primary and secondary storage, comparison of devices using engagement focused exercises, literacy and extension. Outcomes: All students to be able to identify Input/Output devices. Most students to retain the identifying factors behind primary and secondary storage. Some students discover some lesser-known Input/Output devices in common use, along with some which do not require human interaction. Learning Objectives: • Pupils to complete a 2 page worksheet on understanding devices and specifically I/O devices. • Pupils to complete workbook statements, demonstrating understanding of primary and secondary storage devices. By extension, advanced pupils to describe some of the advantages and disadvantages of the various secondary storage mediums. PowerPoint, resources and lesson plan template included.
Operating Systems, Functions and Management - Applications, Systems and Utilities Software Lesson 2Quick View
MickeyTheMooMickeyTheMoo

Operating Systems, Functions and Management - Applications, Systems and Utilities Software Lesson 2

(0)
A year 10 resource I created as part 2 of 3 lessons on Applications, Systems and Utilities. This lesson covers the outcomes and LOs below using structured sentences and quiz format. Outcomes: • To be able to identify operating systems and utilities. Most students: • To discern security and maintenance and security utilities. Some students: • To understand and explain the deeper functionality of the kernel. • Recall details of remarkable Operating System design and to discuss some of the misconceptions surrounding real-world / fictional functionality. Learning Objectives: • Pupils to concisely summarise previous learning through “tweet” literacy exercise. • Pupils to use structured sentences to explain the key parts and functions of an operating system. • Pupils to evaluate and identify real Operating systems. PowerPoint, resources and lesson plan template included.
Software Types and Uses - Applications, Systems and Utilities Software Lesson 1Quick View
MickeyTheMooMickeyTheMoo

Software Types and Uses - Applications, Systems and Utilities Software Lesson 1

(0)
A year 10 resource I created as part 1 of 3 lessons on Applications, Systems and Utilities. This lesson covers the outcomes and LOs below using identification, description and industry connected content. Outcomes: • To be able to classify by application and system software. Most students: • To discern applications from apps and to explain the difference. Some students: • To understand the interrelationship, particularly between system software and utilities. Learning Objectives: • Pupils to gain understanding of the software used in game development through listing and teacher-led discussion. • Pupils to distinguish between apps and applications through identification exercises, which also draw on literacy skills. • Pupils to develop ability to identify examples of the three categories of software. PowerPoint, resources and lesson plan template included.