#### Find your way Algorithms, Coordinates (Coding and STEM for Juniors)

Can you guide the little pig to his mud pit by using a range of common commands and instructions. Incorporates elements of algorithmic design, coding, mapping and location

#### Create your own dance sequence (Algorithms, Coding and STEM for Juniors)

Teach younger students the basics of following and creating algorithms with these fun and engaging worksheets.

#### Name that Animal QR Code Challenge ( STEM for Juniors )

Introduce your students to QR codes with these easy to follow worksheets incorporating the concepts computational thinking and abstraction.

#### Decoding Sight Words ( Coding & STEM for Juniors )

Teach younger students the basis of ciphers, cryptography and decoding with these 4 technology based sight word worksheets.

#### Coordinates Color in ( Coding and STEM for Juniors )

✨ Teach your students the basic elements of coordinates, pixels and how a television screen works with these simple to follow coordinate color in worksheets.

#### Itsy Bitsy Spider Algorithm Challenge (STEM and Coding for Juniors)

✨Draw upon a classic nursery rhyme to teach younger students the basics of coding and algorithms with these easy to follow worksheets. Or alternately you can create your own path for the spider to follow.

#### Crack the Binary Code – February Message (CS Unplugged)

Teach your students how to encrypt and decrypt binary messages as well as understand binary code. This resource includes a hidden February themed message which students need to decrypt using the key (ASCII Table). Students are also given the option to write their own encrypted binary message. This is a perfect CS unplugged activity and can be used as an introduction to a lesson, for homework, for early finishers or even when you have no access to computers in the computer lab.

#### Python Programming Coding Mazes: Coding Unplugged Beginner Activities

Let your students become familiar with very basic Python Programming before they even use the programming language. Students are given a maze with symbols on them. They have to choose the correct python code to guide the python to the end of the maze. Each maze gets progressively harder.

#### Computational Thinking and the Digital Competence Framework

My latest poster shows how the understanding of Computational Thinking underpins all concepts of the Digital Competence Framework (DCF). I have given examples of how each concept can be applied to primary strands of the framework. Feel free to download and use as part of CPD sessions! ***Please leave a review!***

#### Digital Skills

A collection of digital skills progression documents and lessons. Learn unplugged coding, blogging and iMovie skills.

#### A Scratch project to teach 'Selection' (Conditional Operators) - "The Wizard Project"

A quick and easy way to teach your class 'Selection' (Conditional operators: if, then, else) Watch the video 'Delve in, for twelve min! Part 2: Selection' Follow the lesson plan Use the pre-made Scratch project.

#### Algorithm sequence activity (cut out and order, add flowlines)

Can be used with any year group. Cut out and sort the algorithm, adding in flowlines. Note: Some children may put 'turn on tap' before 'put bottle under tap', this creates an interesting discussion point, as both algorithms achieve the goal. However, water is not wasted if the bottle is put under the tap before turning it on (Although there will be some clever child who states the tap must run cold first before putting the bottle under!). Extensions: Get the children to add in their own 'selection' (conditional operators; if, then, else) or decision diamond, e.g. is the bottle full? Yes - turn tap off, no - leave tap on. This activity is referred to in my online CPD videos: Delve in, for twelve min! See the video attached... For more info and to book me for training, please visit www.rundontwalk.co.uk

#### KS3 Computational Thinking Bundle

This bundle combines all my KS3 focused computational thinking resource. This bundle includes the following resources: 1. Computational thinking for KS3 2. Computational thinking problem solving 3. Application of computational thinking - create an interactive story 4. Computational thinking classroom ideas posters

#### Halloween fun! Primary Phonics, puzzles and computational thinking thrown in.

Halloween themed set of puzzles teaching KS1 Phonics and algorithmic thinking. Literacy, computing and a spot of maths. Ideal for homework or starters. From Queen Mary University of London and CAS London.

#### KS1 App List for iPads

List of apps for KS1 in folders for ease of use. Covering the whole curriculum and mostly FREE apps.

#### Computational Thinking Bundle

Purchase my three comprehensive guides to computational thinking within one bargain package! Includes: Computational thinking for KS3 Computational thinking for KS4 Problem Solving for KS3 Also includes my popular poster resources to help promote computational thinking within your classroom

#### 50% Discount! Seize this amazing Bundle Offer now!!

Are you looking at gaining classroom control while minimizing the teacher talk time and motivating your learners to achieve better grades? If your answer is, "Yes"? Then, get this! Get value for your money by purchasing these activities, assessments and fun resources at 50% discount to enrich the study of various science topics taught in your school. Topics are aligned with the curriculum for physical science, earth and space science, and some life science. These resources have been tailored to serve you now and in the future for the learners you love!

#### ALL YOU NEED, FOR HALF THE PRICE!!!

Take advantage of the biggest TES bundle discount offer for you. This contains worksheets, activities, revision questions, lesson starters, fully automated STEM quiz (with 300) slides and all you need to position you for the next PROMOTION. Check through the resources and you will be impressed. Buy them and discover some of the most invaluable teaching resources. Get all of these for HALF THE PRICE!

#### How do you teach coding?

How do you teach coding? Who is this for? For primary teachers who teach programming - for both non-specialist and specialist computing teachers. What is it? This is a 15-minute research questionnaire by researchers at Queen Mary University of London. Why might you do this? Just doing the questionnaire, will help you think about your own planning and how you teach coding. If you are interested in taking part in the research to improve how we teach programming, pop your email at the end of the survey. Please help us find out more about how we teach programming so we can improve what how we teach our primary pupils how to code! Here is the research questionnaire. https://goo.gl/forms/4nWlR1kQ2r8mnFud2

#### Computational Thinking Posters: Classroom Ideas!

A set of informative posters to support the delivery of computational thinking within the classroom across all subjects and years! With particular relevance to the Digital Competence Framework within Wales, this resource was created as a guide to educators at all levels on how to incorporate Computational Thinking into lessons. This resource also provides suggestions on how the terminology can be simplified and delivered at different levels of education. There are a broad range of practical ideas on how to integrate computational thinking questions, tasks and games into subjects across the curriculum. I hope you find it of use! Update: Now in high definition 2560x1440 **Please Leave a Review!!!**

#### File Handling - GCSE Computer Science OCR 9-1 Programming with Python

A complete bundle for OCR 9-1, File Handling in Python. Covers the basic file handing detailed in the specification ( open, read, write, close). Has both theory and practical lessons; could be spread over two, three or more lessons as suitable for your context.

#### Kodu Scheme of work - Primary or Secondary

This scheme of work is purely a way of structuring some of the content for primary of secondary. There is examples of selection, moving and how to clone objects within the game. The first 3 lessons come with evidence worksheets and it's broken down in such a way to help you support your students. Students are encouraged through this scheme of work to develop a game but also to take regular print screens of testing their game. I have included all worksheets and powerpoints and there are lesson plans. The lesson plans are basic but show how to split the lesson into tasks. There is a free lesson to give you an idea of what to expect.

#### Kodu Lesson 5 : - Pages and Selection (KS2/KS3)

This lesson will introduce to students how they're able to sequence and talks about how they're able to make code more efficient. There are teacher notes and there is information about advanced selection. This lesson will introduce Tinker time and will get the students to use pages within Kodu. Students will continue to work with Kodu after this to complete their game.

#### Kodu Lesson 4 : - Your world (KS2/KS3)

Slide 1 - Title Slide 2 - Objectives explaining that students will learn about clones and creatables. They will know the difference between the two. Slide 3 - What is cloning slide with a built in text box so that the teacher doesn't have to come out of the slide. You can make notes finding the difference by discussion with the students. Slide 4 - Think about how computer games might use cloning and discuss. Slide 5 - Shows how to clone. Slide 6 -How to load up the creatable. Slide 7 - Shows how to make a rock a creatable. Slide 8-10 'Tinker' time and some ideas to get the students started.

#### Kodu Lesson 3 : - Paths (KS2/KS3)

This lesson requires prior knowledge of Kodu and gets you thinking about paths. It introduces the path feature to them and you give your students 'tinker' time so that they can explore the tools more. Get the students to think about how they move characters in the game. Introduce automatic movement and show them how to follow other objects. Students complete the worksheet.

#### Kodu Lesson 2 : - Your world (KS2/KS3)

This lesson starts getting students to think about the way the world looks. Their main objectives are to learn how to create a basic landscape and to experience the techniques available. They will look at existing games and talk about what makes them more interesting. I've included some screen shots of existing games to guide the teacher. It starts getting the students to come up with a concept for their own game and they have a few ideas. Teacher requires prior knowledge of how to use the landscape tools or can use YouTube videos to support. Students to complete the worksheet to show that they're able to use the tools available and that they can come up with their idea. Homework included.

#### Kodu Lesson 1 : - Introducing programming (KS2/KS3)

This lesson does require some prior knowledge of Kodu but it gives you structure to start delivering the curriculum and it will allow you to break down each lesson and to start teaching the students different items step by step. There are opportunities for students to think about what is needed for a game. There is a worksheet to help them to start thinking about what they're going to need to include in their own game. Once you've introduced this, teach the students how to create characters, worlds, objects and how to write a simple piece of code. Students are required to use the worksheet as they work through this PowerPoint with the teacher. This is a sample lesson to get you started and can be used for KS2 or KS3.

#### Scratch 2.0 Online Bundle (11 lessons SOW with Workbook, Homework Book and PowerPoint Presentations)

These lessons are not just step by step tutorials, but cover programming concepts in details such as IF statements, loops etc…. Questions in the worksheet also expect students to look at their created scratch blocks and explain how and why they work as well as how and why they can be modified. (answer key included for questions). My students have truly enjoyed the lessons in this bundle and have become independent learners of Scratch 2.0. This bundle covers the basics (and much more) of Scratch 2.0 by teaching the following topics: • Lesson 1 – introduction to Scratch 2.0 • Lesson 2 – Animations &amp; Costumes • Lesson 3 – Loops &amp; Motions • Lesson 4 – Coordinates &amp; Sensing • Lesson 5 – Drawing with Sprites • Lesson 6 – Using Variables • Lesson 7 – Changing Backdrops • Lesson 8 – Making Music • Lesson 9 – Scratch Games • Lesson 10 – Animated Stories • Lesson 11 – Scratch Assessment Each lesson contains the following: • Detailed lesson directions • Starter activities • Review activities • Main lessons activities with accompanying worksheets • Homework sheets • Answer keys for Class sheets and Homework Sheets • Animated &amp; editable PowerPoint presentations to aid teacher delivery • Pdf versions of lesson PowerPoint presentations • Scratch Keywords • I Can Statements for Scratch Scratch 2.0 can be accessed from: https://scratch.mit.edu/projects/editor/?tip_bar=home

#### Scratch 2.0 Lesson Booklet (including answers)

A lovely booklet which teaches students the basics of programming in Scratch 2.0 (a free downloadable software which can also be accessed online). Very easy to use. As students work through the booklet they build up their skills in programming quickly and efficiently. This is not just a guide of how to use the software, but also key questions of how concepts work and why they work the way they do. Very effective to develop computational thinking. Each worksheet in this booklet also includes I Can Statements Resources included: Scratch Work booklet - PDF file. Answer Booklet (Answer Key). This bundle covers the basics (and much more) of Scratch 2.0 by teaching the following topics: • introduction to Scratch 2.0 • Animations &amp; Costumes • Loops &amp; Motions • Coordinates &amp; Sensing • Drawing with Sprites • Using Variables • Changing Backdrops • Making Music • Scratch Games • Animated Stories • Scratch Assessment Scratch 2.0 can be accessed from https://scratch.mit.edu/projects/editor/?tip_bar=home Scratch 2.0 is suitable for Chromebooks as you do not need to install anything.

#### How to make a straw rocket launcher instruction template

3 differentiated instructional writing templates. All templates in Word and pdf version.

#### Computing Programming using Scratch Junior (Free on iPads & Android tablets) (Scratch Jr)

Travelling involved turning movement in the playground or hall into movement on the tablet. Pupils use algorithm creation, debugging and programming skills. Dance involves turning a human dance into one a sprite does on the computer. Conversation (coming soon) Moving Game involves working out what a simple moving game does before making it and then using the same principles to generalise it to make another similar game.

#### Primary Computing Lesson Plans and Resources - iCompute - Let's Get Going!

Six, step-by-step, lesson plans and all the materials teachers need to teach one computing lesson for each year group from EYFS to Year 6 An introduction to primary computing from our highly acclaimed whole-school computing scheme of work. Includes : * step-by-step lesson plans with detailed guidance and screenshots * assessment guidance * teacher guide and pupil support materials * pupil worksheets * pre-written computer programs to support whole-class teaching * links to video screencasts Details of the supporting resources are within the guide. More free computing lesson plans and resources available at www.icompute-uk.com

#### An introduction to Javascript, HTML5 and programming concepts

A unique resource that allows you to introduce students to Javascript and HTML5 Canvas programming through a series of challenges (they start easy and then get harder -allowing for the identification of the gifted and talented very quickly!) This 9 part series takes you through some programming fundamentals (sequence, selection and iteration [loops] in javascript) and learners have the opportunity to create and adapt multiplayer web based games. Loads of fun, a good challenge and has worked very well in the classroom.

#### Mastering Binary, Octal, Hex

An introduction to Binary, Octal and Hex and how to do conversions. The presentation provides learners with an insight into the reason we need binary in the first place - circuits. Conversion between Binary and Decimal. Decimal and Octal and Hex and Decimal. Question and Answers included. Step by Step instructions

#### Mastering Abstraction_Algorithms_Modelling_Decomposition

An introduction to some core concepts including: The Nature of abstraction; the need for abstraction; Differences between abstraction and reality; Devising abstract models for different situations; MODELLING; DECOMPOSITION; ALGORITHMS: PSEUDOCODE and FLOWCHARTS. Suitable for KS3 and GCSE/A Level. Includes Exam questions and answers printed with permission from OCR.

#### Mastering Trace Tabling_Mod_Div_operators_dry runs

A continuation of a series on trace tabling and how to do it well! Interactive examples provided as well as an explanation of the wonderful workings of MOD and DIV.

#### Mastering the 3 programming constructs

The 3 Programming constructs BRIEF DESCRIPTION OF PSEUDOCODE AND FLOWCHART (DESIGN) Sequential Program – Predicting output Predicting the output of a program (Do – Until LOOP) RE-WRITING SOMETHING AS A WHILE LOOP

#### Little Man Computer (LMC) Coding

An introduction to Little Man Computer (LMC), what it is, how it works, and how to get coding in it! Part 1 introduces you to the interface, the functionality and also looks at the basic commands.