Python Programming–Jumbled Code Task Cards (Beginner) Coding Unplugged Activity

Python Programming–Jumbled Code Task Cards (Beginner) Coding Unplugged Activity

This resource is a brilliant way to get students to begin coding in Python! A set of 12 different Jumbled Code Python Task Cards which can be cut out, laminated and distributed to students. Instructions: Students need to look at the code and read the English statements (pseudo code) in order to put the jumbled python code in the correct order. These have been brilliant in my classroom and I have used them for starter and review activities. I have even used these as an introduction to coding in Python. These task cards also test students understanding of the following programming concepts: 1) syntax errors 2) logical errors 3) variables 4) print() function 5) input() function 6) int() function 6) if statements 7) while loops 8) lists 9) sorting & reverse sorting data in lists. Each task card also allows you to question students further on their knowledge of Python i.e: • “why was the data type string and not integer?” • “what is the difference between the input() and print() functions?” • “why did we need to use the int() function?E • Etc… Python software can be downloaded for free from: https://www.python.org/downloads/ There are also many online platforms in which Python can be used such as codeacademy.com
balsamgr8
Computational Thinking and the Digital Competence Framework

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!***
RobbotResources
Digital Skills

Digital Skills

A collection of digital skills progression documents and lessons. Learn unplugged coding, blogging and iMovie skills.
ferrycaptain
KS3 Computational Thinking Bundle

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
RobbotResources
SURVEY - PLAY - ENGAGE students, faculty, and parents

SURVEY - PLAY - ENGAGE students, faculty, and parents

Improve the climate in your classroom and building community by increasing everyone's voice without compromising on creativity and fun. These rocks are easy to make with the FREE companion resource YOU ROCK RECOGNITION. Download SURVEY - PLAY - ENGAGE and begin supplementing dry management plans with a dose of meaningful engagement that anyone can get excited about. Use the POLL ROCKS with students to kick off a lesson; POLL parents at a large event; use the SCRABBLE rocks with faculty to continue the conversation or measure the mood in your building. Don't forget to thank them with a YOU ROCK note to remind them their voice makes a difference.
k_stephens1
Computational Thinking Bundle

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
RobbotResources
How do you teach coding?

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
jlisaw8
Computing (Year 1) – Labelling and classifying (6 lessons plans and presentations)

Computing (Year 1) – Labelling and classifying (6 lessons plans and presentations)

6 lesson plans, Powerpoint presentations, resources and a Notebook to teach computing in Year 1. Unit: 'Labelling and Classifying'. Cross-curricular with maths. Lesson 1 - describing a variety of objects ( I spy) Lesson 2 - selecting information to describe objects. Lesson 3 - following instructions to sort objects. Lesson 4 - following instructions to sort objects. Lesson 5- using a word bank to enter information words to make a label. Lesson 6 - using a word bank to enter information words to make a label
BelindaCM
Computational Thinking Posters: Classroom Ideas!

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!!!**
RobbotResources
Kodu Scheme of work - Primary or Secondary

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

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

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.
r_chambers
Kodu Lesson 3 : - Paths (KS2/KS3)

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

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

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.
r_chambers
Switch onto computer science this summer!

Switch onto computer science this summer!

SUMMER’S HERE! The longest break of the year provides a great chance for primary school teachers to enjoy a well-earned rest. http://goo.gl/odjS0w In today’s world, this invariably means a bit of light e-reading, catching up with friends on social networks, maybe a spot of online shopping. It’s taken less than a generation for the vast majority of us to become regular tech users. However, the next generation need to be truly tech literate. Primary school pupils are already using tech everyday. But, before they leave school they need to know how tech actually works. Because tech is shaping the modern world. The government has already made their commitment to tech literacy clear – placing it on equal footing with core subjects like English and maths. This is why it’s important that primary schools are inspiring young people to really get to grips with tech. In turn, primary school teachers need to feel confident in their ability to teach tech literacy. Computing at School (CAS) operates an initiative called ‘Barefoot’ aimed at helping primary teachers (and pupils) get to grips with tech literacy. This challenge inspired us to create CAS Barefoot’s Big Digital Summer School. CAS Barefoot’s Big Digital Summer School is packed full of resources to help primary school teachers like you deliver Barefoot’s easy-to-teach and fun-to-do activities. And what’s more it’s FREE to use! Supported by BT and the CAS movement of expert computer scientists and passionate educators – these resources represent the perfect blend of innovative digital content, and exciting activities loved by pupils. Our Summer School provides six engaging, easy-to-deliver ‘Barefoot Bytes’ that will help you help your pupils become tech literate, and give an insight into the great resources, advice and workshops that are available. The really great thing is that the computational thinking concepts we include are relevant right across the curriculum. So learning them will also give your pupils fresh insights into English, maths and science – alongside boosting their understanding of, and love for, all things tech! Downloading the Bytes during the summer break will give you even more confidence of your ability to teach tech literacy lessons from the beginning of the new term in September. FREE workshops Daunted? Don’t be. We run FREE workshops and volunteer-led programmes throughout the year to help make teaching tech literacy as easy as switching on a computer. Click on the link below for more info on the CAS Barefoot programme. You can also download our bytes and find out more about our free teacher workshops. http://goo.gl/odjS0w
APun85
Computing Programming using Scratch Junior (Free on iPads & Android tablets) (Scratch Jr)

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

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
iCompute