Logic Gates UnitQuick View
MickeyTheMoo

Logic Gates Unit

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Three lessons covering an Introduction to Logic Gates, Truth Tables and Boolean Algebra. All lesson plans, PowerPoints and worksheets provided. Additional notes on slides. Lesson 1 Outcomes: All students: • To be able to explain the function of AND, OR and NOT gates. • To be able to simulate the AND, OR and NOT gates in application. • To be able to describe truth tables and their usefulness as alternative representations of circuits. Most students: • Predict outcomes of outputs in truth tables based on circuits. Some students: • To understand more complex variants of AND, OR and NOT. To be able to draw complete truth tables for circuit diagrams. Lesson 2 Outcomes: All students: • To be able to describe truth tables and their usefulness as alternative representations of individual logic gates. • To be able to understand and explain truth tables and their usefulness as alternative representations of circuits. Most students: • Predict outcomes of outputs in truth tables based on circuits. Some students: • To understand more complex variants of AND, OR and NOT. To be able to draw complete truth tables for circuit diagrams. Lesson 3 Outcomes: All students: • To be able to identify the main logic gates by their shape. • To demonstrate the expansion of their knowledge of logic gate truth tables into logic circuit truth tables. • To be able to recognize Boolean algebra for individual gates within a circuit. Most students: • To be able to construct full Boolean algebraic logic circuit representations. Some students: • To be able to convert larger logic circuits with 4-5 inputs into Boolean algebra. Lead teams in group tasks.
Representing SoundQuick View
MickeyTheMoo

Representing Sound

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Two lessons covering how computers represent sound, extending into how to work out file size of a sound file. All Lesson plans, PowerPoints, and worksheets included. Lesson 1 Outcomes: All students: • To understand that sound waves are analogue and must be converted to digital signals. • To understand and demonstrate knowledge of sample rate and sample resolution (bit rate). Most students: • To be able to explain how sample rate and sample resolution affect a sound file’s quality. Some students: To be able to predict a sound file’s size based on the above. Lesson 2 Outcomes: All students: • To understand that sound waves are analogue and must be converted to digital signals. • To understand and demonstrate knowledge of sample rate and sample resolution (bit rate). Most students: • To be able to explain how sample rate and sample resolution affect a sound file’s quality. Some students: To be able to explain the effects of sample rate and resolution file size.
IMG - Unit 40: 3D Modelling - A1Quick View
MickeyTheMoo

IMG - Unit 40: 3D Modelling - A1

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Interactive Media and Games BTEC, Unit 40: “3D Modelling” Learning Aim A1, entitled “Structure of 3D Models”. This first section of this unit contains all PowerPoints and lesson assets required to teach this learning aim via 14 lessons with modelling activities in 3DS Max (can be adapted for other software).
IMG - Unit 40: 3D Modelling - BQuick View
MickeyTheMoo

IMG - Unit 40: 3D Modelling - B

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Interactive Media and Games BTEC, Unit 40: “3D Modelling” Learning Aim B, entitled “Design a 3D Model”. This third section of the unit contains all PowerPoints and lesson assets required to teach this learning aim via 3 lessons with modelling activities in 3DS Max (can be adapted for other software). The lessons are ideally designed to continue on from Learning Aims A1 and A2 of this unit.
IMG - Unit 40: 3D Modelling - CQuick View
MickeyTheMoo

IMG - Unit 40: 3D Modelling - C

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Interactive Media and Games BTEC, Unit 40: “3D Modelling” Learning Aim C, entitled “Create a 3D Model”. The fourth and final section of this unit contains all PowerPoints and lesson assets required to teach this learning aim via 10 lessons with modelling activities in 3DS Max (can be adapted for other software). Ideally, this will continue from Learning Aim B in this sequence of lessons.
IMG - Unit 40: 3D Modelling - A2Quick View
MickeyTheMoo

IMG - Unit 40: 3D Modelling - A2

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Interactive Media and Games BTEC, Unit 40: “3D Modelling” Learning Aim A2, entitled “Uses of 3D Models”. This second section of this unit contains all PowerPoints and lesson assets required to teach this learning aim. The 7 lessons in this set continue on from the previous lessons in Learning Aim A1 with modelling activities in 3DS Max (can be adapted for other software).
Graphics - Photoshop ToolsQuick View
MickeyTheMoo

Graphics - Photoshop Tools

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A straightforward practical lesson in which the teacher demonstrates the basics of Photoshop and students use resources provided to perform the task. The lesson includes a short starter on the importance of working to a brief, which alludes to games industry practices. Lesson plan, PowerPoint and supporting art assets provided. Outcomes: Demonstrate use of Selection, the Eraser and Layering in Photoshop. Explain why Layers are important in Photoshop, and how they work. Extension: Experiment and learn to use some of the other Photoshop tools.
E-Safety - How The Internet WorksQuick View
MickeyTheMoo

E-Safety - How The Internet Works

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A lesson in which students gain an understanding of how data is broken up and transferred between routers through a fun activity. Lesson plan, PowerPoint, worksheets, activity and video assets provided. Outcomes: Compare and contrast the concepts of the internet and the World Wide Web. Discover how the internet works and demonstrate the function of Data Packets and Routers. Understand and explain what the terms “Deep Web” and “Dark Web” relate to.
Python Programming - If, Else and RandomQuick View
MickeyTheMoo

Python Programming - If, Else and Random

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A two-lesson unit teaching the in-game uses of If/Else selection and Random events. Utilises practical “Rock, Paper, Scissors” game development to demonstrate. All lesson plan, PowerPoint, worksheet, code and video assets are provided. Objectives: Understand the concepts of Random and Variables. Develop the code for a program designed to demonstrate these concepts. Consider and implement improvements to the program.
Binary Character EncodingQuick View
MickeyTheMoo

Binary Character Encoding

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A lesson on how computers handle the encoding of binary values into text and the standardization models surrounding this. Lesson plan, PowerPoint and worksheets provided. Outcomes: Understand what a character set is and be able to describe the following encoding methods: 7-Bit ASCII Unicode Understand that character codes are grouped in sequence within encoding tables. Describe the purpose of Unicode and its advantages over ASCII.
Binary Conversion and AdditionQuick View
MickeyTheMoo

Binary Conversion and Addition

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A lesson that aims to familiarize pupils with the basics of Binary numbers. Lesson plan, PowerPoint and worksheets provided. Outcomes: Convert a Denary number into Binary.  Explain the process. Add up binary numbers. Explain that process. Explain what “Overflow” means when adding binary numbers.
Computer Hardware - What Are Computers?Quick View
MickeyTheMoo

Computer Hardware - What Are Computers?

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A single computing lesson intended to familiarize pupils with computer hardware and to assess their knowledge. All lesson plan, PowerPoint and worksheet assets included. Outcomes: All students: To be able to recognize and distinguish between key computer parts. Most students: To be able to discuss the functionality of key computer parts. Some students: To present an individual computer part to the class, offering the name of the part and a brief description of its functionality.
Graphics - RGB Images and Pixel DepthQuick View
MickeyTheMoo

Graphics - RGB Images and Pixel Depth

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A lesson in core graphics concepts, including how bits are used to create simple and complex images, with practical games industry grounded activities. Lesson plan, PowerPoint and worksheets are provided. Outcomes: Show how colours on a computer are made up of RGB. Explain what is meant by truecolour. Explain how a computer takes an image and displays it on the screen. Understand the concepts of Pixel Depth and Bits Per Pixel.
Python Programming - ArraysQuick View
MickeyTheMoo

Python Programming - Arrays

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A fun and engaging practical lesson in which students are taught how to create a game mechanic which uses Arrays and Random, to simulate Street Fighter battles between their teachers. Lesson plan, PowerPoint, image files and code provided. Outcomes: Explain what is meant by an array.  Explain why arrays are used when writing computer programs. Create a simple game mechanic which demonstrates arrays.
Computing - Christmas QuizQuick View
MickeyTheMoo

Computing - Christmas Quiz

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A mostly christmas quiz aimed at year 7 pupils in their final lesson before the holiday, with occasional triple-points questions on computing to test knowledge. Easy to adapt and great for a fun vibe and pupil engagement. Lesson plan, PowerPoint and worksheet resources provided. Outcomes: Students to assess key points of their subject knowledge in a fun, competitive and festive environment.
Graphics - Spotting FakesQuick View
MickeyTheMoo

Graphics - Spotting Fakes

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A lesson designed to develop a pupils objective and pragmatic reasoning when presented with online hazards in the form of manipulated digital images. This lesson contains Lesson plan, PowerPoint and worksheet assets. Outcomes: All students: To be able to regognize the prevalence of digital image manipulation in our society. Most students: To retain the names and uses of some of the tools used in digital image manipulation. To analyze and break down motives for image manipulation in entertainment, advertising, fraud and politics. Some students: Further explore advanced image manipulation tools such as Polygonal lasso, the transform menu, vectors, etc. Judge the authenticity of fakes. Compare and contrast these with real images. Scrutinize sources, associated stories, and predict potential gains of associated parties.
Graphics - Pixels, Bitmaps and ResolutionQuick View
MickeyTheMoo

Graphics - Pixels, Bitmaps and Resolution

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A lesson to familliarize pupils with conventions in digital image production and manipulation (namely, Pixels, Bitmaps and Resolution) and to demonstrate these conventions in action. Lesson plan , PowerPoint and worksheet assets are provided. Outcomes: Identify what is meant by pixel, bitmap and resolution. Create a pixelated image. Explain why PPI is important to image quality.
Secondary Storage Lesson StarterQuick View
MickeyTheMoo

Secondary Storage Lesson Starter

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a 10-15 minute starter exercise in which students are to categorize types of secondary computer storage device. PowerPoint slide, worksheet and lesson plan doc provided. Outcomes: All Students: -Understand the term “Secondary Storage” -Understand the attributes which separate the three types. -Recognize and are able to discuss common misconceptions. -Utilize numeracy skills in order to compare storage capacity. -Practice and improve their debate and reasoning skills. Some Students: -Talk about the individual devices in greater depth. -Comprehend the advantages and disadvantages between the devices.
PHSE - Christmas PlayQuick View
MickeyTheMoo

PHSE - Christmas Play

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A unit of 8 sessions which were designed to take place during a year 7 group’s PHSE periods, but could be adapted for Drama. In these sessions, the group produces a short 6-scene Christmas play which parodies A Christmas Carol. The production makes use of all class members and equips students with collaborative, production and performance skills. All lesson plans, PowerPoint assets, seating illustrations and a bespoke script for this project are provided.
Introduction to Scratch - "My LOLCat"Quick View
MickeyTheMoo

Introduction to Scratch - "My LOLCat"

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Six introductory lessons in Scratch using a variation on the “MyLOLCat” Digital Pet game development process - A fun, wholesome, gamified set of practical lessons, designed for engagement and differentiated with lesson plans and additional resources including bespoke worksheets and ready-made game assets. Outcomes: Lesson 1 · Create an account for using Scratch. · Develop basic programs with Block Coding. · Program sprite movement around the screen. Lesson 2: · Import graphics into Scratch. · Create a pet who can live and die. · Use sound and different animations to bring it to life. Lesson 3: · Understand what Functions are and how to use them. · Expand understanding of Variables and using them in our code. · Use Loops in code. Lesson 4: · Alter Variables. · Create interactions. · Duplicate code. Lesson 5: · Use creative Computational Thinking to: · Develop Game Mechanics. · Create challenge. · Balance the game. Lesson 6: · Understand the else selection. · Create output interactions. · Create random responses. · Advance use of loops and variables.
Python Programming - Functions & ProceduresQuick View
MickeyTheMoo

Python Programming - Functions & Procedures

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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.