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KS3 Computing - Cryptography Unit of Work - Lesson Presentations, Worksheets and Assessment

KS3 Computing - Cryptography Unit of Work - Lesson Presentations, Worksheets and Assessment

This is a whole unit of work that this aimed at KS3 - it covers all aspects of Cryptography that the students have absolutely loved doing and this has been uploaded to Google Classroom and made the whole unit very interactive. The work is split into Flight Paths and contains an assessment. All work has stretch and challenge extension tasks too. This is a really enjoyable unit of work for about 6 weeks.
cheekieclaire
Cosmopolitan Coding - Fun INSET Introduction to Coding

Cosmopolitan Coding - Fun INSET Introduction to Coding

Many teachers were never taught the coding and computer science elements of the new curriculum themselves. This introductory activity helps teachers understand the simplicity of using algorithms as instructions to complete tasks. Teachers will learn: Algorithms and how these are simple instructions Syntax and how this is simply known action in new language Problem solving and debugging code Testing code to see if it works Teachers love this INSET introduction!
EuphoricEd
KS3 Computational Thinking Project - Practical Problem Solving (Full Unit of Work)

KS3 Computational Thinking Project - Practical Problem Solving (Full Unit of Work)

**KS3 Computational Thinking Project - Practical Problem Solving (Full Unit of Work) ** This project is designed to either introduce computational thinking skills or to supplement and build on knowledge and skills already acquired. It is suggested that the student booklet is used in conjunction with the associated presentation through all of the lessons. The project has been designed so that is hands-on and practical. The suggested time frame from start to finish of the project is approximately 6-8 lessons, depending on what additional aspects the teacher wishes to introduce during the project. Students are asked to create a stationery holder using everyday objects. The problem has to be approached and solved using computational thinking skills. The project can be approached from a totally ‘unplugged’ pedagogy. No computers required! The resource consists of: a) A student booklet. This can be printed as an A4 or A5 booklet. b) A student booklet containing examplar responses. Also contains extension / homework tasks. c) A PowerPoint presentation for use in lessons to guide students and the teacher. Many of the slides have accompanying ‘speaker notes’ with ideas and suggestions for lessons.
conxxion
Computing Design/Algorithm pro-formas (PDF and editable Word docx)

Computing Design/Algorithm pro-formas (PDF and editable Word docx)

As described in my “Delve in, for twelve min!” video CPD, these are example pro-formas to give pupils to design their computing projects. These could be Scratch projects; animations, games, quizzes etc. The design process, which is largely missed in computing, forms an essential part of a coding project, and also provides many benefits in terms of AFL. Please use in conjunction with the training video, and also check out the entire “Delve in, for twelve min!” series: https://www.youtube.com/playlist?list=PL3kA-gpaSB2a6Vfdq04rGt5xcKQg8FG8x
PhilWickins
Scratch Exercises for computational thinking

Scratch Exercises for computational thinking

Build students ability to make independent progress and think computationally with a range of programming skills using scratch. Students will learn vital keywords required as fundamental building block for computer science GCSE. Each exercise is independent of each other. Challenges range from simple to difficult and students are encouraged to consider and compare alternative solutions. Solutions for each challenge is provided, easy to follow and understand even for a non specialist teacher. This series of exercises is targeted at KS3 students, although KS4 students will also benefit from it as a revision tool for GCSE computer science. It is strongly advised that these exercises are used after students are taught fundamental skills from algorithms in scratch series.
chris_vidal
Python Programming - I CAN Statements

Python Programming - I CAN Statements

These I Can statements are perfect to guide your students to develop the necessary skills when learning to code/program using Python. The teacher or the student can tick off each I Can statement once they have demonstrated evidence for them. I Can statements fall under the following 4 categories: • Criteria 1: Planning • Criteria 2: Skills Development • Criteria 3: Explanation of Code • Criteria 4: Efficiency of Code
balsamgr8
Computer Science Algos | Pseudos for 2210 | 0478

Computer Science Algos | Pseudos for 2210 | 0478

A set of 8-questions based on real-world scenarios that will make students to understand the situations where they can think and demonstrate their abilities to solve these worksheets. They can also be used to set an assessment. You can have it singly or the whole set. Prepared for CAIE 2210 and IGCSE 0478 Syllabus Components.
suas2016
Algorithms | Pseudocode Part 1 | Worksheet

Algorithms | Pseudocode Part 1 | Worksheet

A set of 8-questions based on real-world scenarios that will make students to understand the situations where they can think and demonstrate their abilities to solve these worksheets. They can also be used to set an assessment. You can have it singly or the whole set.
suas2016
KS2 / KS3 Scratch superunit - introduction and follow-up unit

KS2 / KS3 Scratch superunit - introduction and follow-up unit

This bundle contains two units of work for Scratch, including at least 14 lessons in total (some may take longer, depending on programming speed). It can be broken down into two units, or potentially completed in one go. I have completed these with the same students over two years - the introductory unit in Y5 and then the second unit in Y6. However, this could be used with older children with little Scratch experience. The lessons conatined are as follows: Unit 1 Introduction to Scratch - algorithms Joke - sequencing Disco - sequencing / iteration Etch-a-sketch - controlling sprites Maze - Selection / iteration Assessment Unit 2 Flowcharts - algorithms Chatbot - sequencing / selection Scrolling maze - variables Falling fruit - indefinite iteration / variables Breakout - Variables / subroutines Rock, Paper, Scissors - Definite iteration / subroutines Assessment
MrHawes8
KS2 / KS3 Scratch intermediate unit

KS2 / KS3 Scratch intermediate unit

This unit is designed to be used after the initial Scratch unit, and contains lessons on flowcharts, sequencing, selection, iteration, variables and subroutines. The games that will be made through this unit include: A chatbot A scrolling maze Falling Fruit game Breakout Rock, paper, scissors Following the flowcharts lesson, the students will complete the other lessons to create the above programs, and then finish with an assessment. The assessment says Y6 at the top as this was the year group I have used it with, but that is because my Y5s completed the introductory unit and so moved onto this in Y6. However, this could be used for KS2 or KS3, depending on programming and Scratch experience.
MrHawes8
KS2 / KS3 Scratch Assessment

KS2 / KS3 Scratch Assessment

This assessment is similar but more advanced than the introductory Scratch unit assessment in my shop, and includes questions on subroutines and variables as well as algorithms, sequencing, selection and iteration. This is aimed at students who have completed two units of Scratch.
MrHawes8
Digital Skills

Digital Skills

A collection of digital skills progression documents and lessons. Learn unplugged coding, blogging and iMovie skills.
ferrycaptain
Let's Start Coding: Code Car Simulator Lesson Plan

Let's Start Coding: Code Car Simulator Lesson Plan

Let's Start Coding Code Car Simulator Lesson Plan is used with the FREE Virtual Code Car found at www.letsstartcoding.com/hoc. The lesson plan provides ties with standards as well as step-by-step instructions for teaching beginners how to do real, typed code.
LetsStartCoding
Let's Start Coding: Lesson Plans and Quizzes for Grades 6-8

Let's Start Coding: Lesson Plans and Quizzes for Grades 6-8

The Let's Start Coding Lesson Plan book provides a step by step outline for instructors to follow. Each activity has time recommendations, essential questions and answers, aligned standards, and learning objectives. The lesson plans are used with the Let's Start Coding kits found on www.letsstartcoding.com, but are also a great example to identify cross-curricular coding standards as well as how to pace hands-on coding.
LetsStartCoding
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
Application of Computational Thinking - Create an Interactive Story

Application of Computational Thinking - Create an Interactive Story

This unit of work introduces students (I use this with year 7) to the concepts of computational thinking and logical thinking. It is split into three fully differentiated sections: 1. Design an interactive story using a flowchart to identify the key decision points within your story. 2. Create an interactive story using PowerPoint, hyperlinking the slides to the correct locations. 3. Test and evaluate your story and make improvements where required. I have included some slides to provide additional assistance, for example hyperlinking auto shapes, removing the on mouse click advancements, etc. Alongside developing computational thinking skills, this unit is also an opportunity for students to develop their graphic design skills. I have also included an example interactive story so students can get an idea of what they could create themselves, while considering what they could make even better themselves. This resource is a perfect continuation from my Introduction Computational Thinking for KS3 resource! ***Please Leave a Review***
RobbotResources
Scratch Complete Scheme of Learning - Game Design

Scratch Complete Scheme of Learning - Game Design

A Full scheme of work for Scratch. In this scheme students will design, implement and test a game. The objectives for the students are to gain a knowledge of Scratch to allow them to gain a knowledge of programming In this pack is a Full Scheme of learning for 12 lessons, Lessons in 2 separate packs, resources linking to the lessons and a homework sheet. This scheme would be suitable for Upper KS2/ Lower KS3.
niall-
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
Web Coding Problem Solving Homework 2

Web Coding Problem Solving Homework 2

This is a short written task is designed to following an introductory few lesson on HTML. The 15 minute, 15 mark homework sheet has four pages which use basic HTML tags to encourage students to learn the skill of finding errors in code. Question 1 shows a html file containing 10 deliberate errors. Students have to identify the position of each error and write in a correction. Question 2 consists of five similar problems. Students are shown a web page in a browser, each of which are not displaying as intended. Students told how the web page should have looked and have to identify what error may have been made in the code that would cause each page to display as shown. Question 2 may be used to generate lots of good discussion as often there may be several possible answers. This could easily be used as class written work or for staff absence cover. The download includes the original HTML files created while writing the questions. These may be used for demonstration, discussion or as part of your HTML course.
snegreid
A Christmas Coding Activity with Scratch

A Christmas Coding Activity with Scratch

A computing lesson plan and associated resources for KS2 children programming a Saving Santa game with Scratch. Includes step-by-step lesson plan, support materials and pre-written program files. More free primary computing lessons and resources available at www.icompute-uk.com
iCompute
An Easter Programming Activity with Scratch

An Easter Programming Activity with Scratch

A lesson plan and resources from iCompute for KS2 pupils programming an Easter Egg Hunt with Scratch. Includes step-by-step lesson plan, support materials and pre-written program files. More free primary computing lessons and resources available at www.icompute-uk.com
iCompute
Python Turing Test – Creating a chatting robot (Chat bot)

Python Turing Test – Creating a chatting robot (Chat bot)

Overview: In this brief introduction to programming using Python, students are going to create a chatting robot (chat bot) designed to confuse the user into thinking that they are talking to a real person. Learning Objectives: • Understand and use sequence in an algorithm • Understand and use iteration in an algorithm (FOR and WHILE loops) • Understand and use selection in an algorithm (IF, Else and Else if) • Understand why it is so difficult to create a computer that can seemingly think for itself
Wolves_CLC
Python Harry Potter Sorting Hat Lesson

Python Harry Potter Sorting Hat Lesson

Overview: In this lesson, students will create a Harry Potter style sorting hat using lists in Python. Learning Objectives: - Understand and use sequence in an algorithm - Understand and use iteration in an algorithm (FOR and WHILE loops) - Understand and use selection in an algorithm (IF, Else and Else if)​
Wolves_CLC
Python Magic 8 Ball Lesson

Python Magic 8 Ball Lesson

Overview: In this introduction to programming using Python, students will create a “Magic 8-Ball” game. The game will work by asking the user to input a yes / no style question and will respond with one of it’s classic predictions such as: “Yes”, “Most likely” and “Outlook not so good”. Learning Objectives: - Understand and use sequence in an algorithm - Understand and use selection in an algorithm (IF, Else and Else if) - Understand and data structures in an algorithm (for example, Lists, Tables or Arrays) - Understand the importance of comments in code
Wolves_CLC
How to make a Mad Libs game in Python

How to make a Mad Libs game in Python

Overview: In this lesson, students will code a “Mad Lib” game in Python. The game will work by prompting the user to enter some words (e.g. person’s name, noun, adjective, place, object etc.) and substitute these with blanks in a story. Learning Objectives: - Understand and use sequence in an algorithm - Understand and use iteration in an algorithm (FOR and WHILE loops) - Understand and use data structures in an algorithm (for example, Lists, Tables or Arrays)
Wolves_CLC
Python Shakespearean Insult Generator

Python Shakespearean Insult Generator

Overview: In this lesson, students will learn how to create a 'Shakespearean Insult Generator' using Python Learning Objectives: • Understand and use sequence in an algorithm • Understand and use iteration in an algorithm (FOR and WHILE loops) • Understand and use selection in an algorithm (IF, Else and Else if) • Understand and use data structures in an algorithm (for example, Lists, Tables or Arrays)
Wolves_CLC
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
Algorithms in Scratch

Algorithms in Scratch

A great scheme of work to introduce KS2 and KS3 students to coding, learning fundamentals of computer programming. Exercises, keyterms, examplars, guidance notes, assessments, student self evaluation and medium term plan supplied. This scheme of work is based on the new national curriculum for computer science.
chris_vidal
Python - Tkinter - User Interface - Computer Science - Programming - OCR

Python - Tkinter - User Interface - Computer Science - Programming - OCR

This is a simple task which will allow students to create a simple user interface in Python. It uses the Tkinter library which is built into most schools. They're able to create some simple procedures which quit and display error messages. It shows candidates how to add in buttons and gets them creating a simple interface in Python which they can use for programming. The idea of this is to get A-Level students started so that they can start thinking about using Python for their main project. It is suitable for GCSE and Lower Level students.
r_chambers
Design A Video Game on Scratch

Design A Video Game on Scratch

Children will begin by playing different video games online to evaluate what makes them fun and engaging for their audience. They will then analyse the mechanics of the games and then plan a game of their own before remixing a game on Scratch based on their criteria. Children will then use conditionals, operators, and variables on Scratch to make their own game. Support and Year 6 examples provided as well as links to additional supports on the Scratch website. A digital copy of the file is available for editing and posting on Google Classroom and Seesaw provided with download.
erinbrasington
Python Programming Challenges

Python Programming Challenges

145 ready to use Python programming challenges. SUITABLE FOR KS3 and GCSE STUDENTS. ALSO AN IDEAL COLLECTION FOR A NON-EXAM ASSESSMENT (NEA) RESOURCE BANK. These challenges help reinforce your teaching and give pupils a chance to independently practice their Python programming skills. Includes easy to photocopy challenges, helpful tips of example code they can use to solve the challenges and suggested solutions. In this resources 145 challenges covering: - input, - print, - strings, - integers, - arithmetic operators, - basic maths operators, - if…else and if…elif…else, - for loops, - while loops, - random, - tuples, - lists, - dictionaries - use a turtle in Python - 2D arrays, - 2D lists, - 2D directories, -writing to and reading from an external text file - writing to and reading from an external .csv file - Using functions - Creating a GUI using the TKinter library - Using SQLite 3 with Python These challenges are suitable for KS3 computing and GCSE computer science classes who need to practice Python and complete some independent challenges of key skills. Please read the description of each section carefully as some require knowledge of earlier units before they can be completed. For more resources including complete units of work visit www.nicholawilkin.com
nwilkin
Kodu - Ready Made Games!

Kodu - Ready Made Games!

A collection of 6 levels built on Kodu for you to share and use with your class. Perfect for those new to the software who need some examples to share with their pupils. Feel free to change and adapt them, or use them to get the kids started with Kodu. Using these will allow the students to play the games, and then examine how they have been built and what programming has been used. Please share and review! Any help with these please contact me @AlwaysComputing on twitter.
matthew_1987
Primary Computing Year 3/2 - Computer Programming

Primary Computing Year 3/2 - Computer Programming

A collection of worksheets and guidance sheets to compliment the Rising Stars Switched On Computing unit for year 2/3 'We are Astronauts'. These can be used with or without the scheme and are based on use of Scratch. Objectives cover the basics of algorithms and computational thinking as well as general use of Scratch and a review sheet.
xkatiecfc
We are Toy Designers - Year 4 Computer Programming

We are Toy Designers - Year 4 Computer Programming

A collection of worksheets and guidance sheets to compliment the Rising Stars Switched On Computing unit for year 4 'We are toy designers'. These can be used with or without the scheme and are based on use of Scratch. Objectives cover inputs and outputs, basic programming and reflection.
xkatiecfc
Adrift with Java: Learning Java Coding Basics in Space!

Adrift with Java: Learning Java Coding Basics in Space!

"Now it's time to leave the capsule if you dare "This is Major Tom to Ground Control I'm stepping through the door And I'm floating in a most peculiar way." -Space Oddity by David Bowie One may find it odd that I teach small coding lessons in my Language Arts classes. However, I look at these activities, in the same manner I do with any form of writing or communication. When I teach my students to write, I don't do it, because I expect them to all become published authors. I teach them to write, because it's an integral form of communication. I look at coding in the same manner. The children today really should have some experience with coding. It's a form of communication that is more prevalent in society each and every day. Therefore, Wake Up Sunshine, is proud to bring you Adrift with Java: Learning Java Coding Basics in Space! With this simple and affordable guide, the students will be presented the very basics of Java coding language. The students will then watch various video clips of my play through of the phenomenal video game, Adrft, by 505 Games. Overall, I do one activity as a mini-lesson each day throughout the guide. I follow the provided routine below when working with the guide: Introduce the basics of Java Language. Complete one activity per day → -Data Type 1: int (pp. 8 - 10) -Data Type 2: Boolean (pp. 11 - 13) -Data Type 3: char (pp. 14 - 16) -Variables (pp. 17 - 19) -Whitespace (pp. 20 - 23) -Comments (pp. 24 - 27) -Math +, -, *, / (pp. 28 - 32) -Math % (pp. 33 - 37) -Relational Operators (pp. 38 - 42) -Equality Operators (pp. 43 - 46) Spot Check Assessment 1 Part 1 Assessment -Boolean Operators && (pp. 51 - 54) -Boolean Operators || (pp. 55 - 58) -Boolean Operators ! (pp. 59 - 62) -Boolean Operators && || ! (pp. 63 - 66) -Conditional Expressions “if” (pp. 67 - 70) -Conditional Expressions “if/else) (pp. 71 - 74) Spot Check Assessment 2 Part 2 Assessment Note: I suggest that the teacher completes some of these activities as a practice run through, before implementing in class. This is not a simple copy/handout and expecting the students to know it all. As noted by Benjamin Franklin, "By failing to prepare, you are preparing to fail." By practicing a little, the educator will feel much more prepared to let their students give these activities a try. Keep in mind, the goal is not necessarily to get every coding challenge correct . . . you may not. Regardless, the students are exercising their brains, and thereby reaping the benefits. Total Pages: 79
bdalton1209
KS2 - Computing Starter Pack!

KS2 - Computing Starter Pack!

Great bundle price! Individually they should be £11! So you save 45%!!! New to the subject or just want some new ideas? Sometimes Computing can be a scary subject to teach when you don't know where to start! I've bundled together a few of my personal favourite units to teach, and knocked off a good discount! Enjoy! @AlwaysComputing
matthew_1987