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OCR - A-LEVEL Project - Computer Science - H446 - Lesson 1

OCR - A-LEVEL Project - Computer Science - H446 - Lesson 1

This powerpoint introduces the project and gives students some ideas. It helps them with the complexity and gets them to come up with 15 ideas and break it down into a final 3. There are instructions for this part of the analysis. There are exemplar scenarios attached with links to previous projects and mark guidance. Good discussion points for your students.
r_chambers
Kodu Game Planning Sheet

Kodu Game Planning Sheet

A planning sheet that pupils can use to plan their own platform game in Kodu. I use with my Year 5 pupils. I find that the second sheet enables them to plan out their algorithms first, as it prompts them to think about what they want each bot or object to do before then requiring them to write down their predicted algorithm.
Jamie160
7 Fun Problem Solving Activities for Web Coding

7 Fun Problem Solving Activities for Web Coding

These 7 lessons were written to be delivered as part of a Scottish Qualifications Authority workshop to discuss with Computing Science teachers alternative ways to deliver web coding. They are designed to introduce fun problem solving exercises (some paper-based, some practical) and are intended to be used as lessons starters or simply to break up longer coding exercises. The lessons cover: 1. Basic Tags/Elements (h1, h2, p, title) Pupils are given cut out pieces of web content and code and must arrange the pieces on a blank A3 HTML template printout. 2. Coding Basic Tags (h1, h2, p, title) Pupils are given an HTML file with page content (as a single paragraph of text) but no elements. They must separate the text out and add tags to format the content. They are also asked to research how to create the bullet point list required by the task. 3. Division Tags (div) Similar to lesson 1 but introducing the concept of sectioning off a page using division tags. 4. Adding In-line Styles (text colour, text size, background colour, fonts) Pupils are given an HTML file, printed on A3 paper, with spaces for styles to be added. They must arrange a number of cut-out styles on the HTML file to match a screenshot of a finished page. 5. Adding In-line Styles Pupils are given an screenshot of a finished page with annotations showing colours, fonts and text-sizes used. They must edit the styles in a given file to match the finished page. 6. External Style Sheets Pupils are shown the same site implemented using in-line and then an external stylesheet. This is used to discuss the advantages of external styles. Their task this time is to edit, delete and add to the stylesheet to alter the look of the website to match a fnished example. 7. Cascading Order Pupils are given 5 A3 sheets each which shows an HTML file, a CSS file and a screenshot of the page when shown in a browser. These examples must be examined carefully and used to research the precedence order used when a browser interprets styles (i.e. In-line over-rules external, ID overrules external). This a a difficult task requiring a lot of code reading and problem solving. Level: (Beginner / Intermediate) Duration: (Around 3 to 4 hours in Total) Teaches: (See above)
snegreid
Year 9 or 10, Python Selection ('if' statements)

Year 9 or 10, Python Selection ('if' statements)

In this lesson, KS4 students learn about Selection in Python ('IF' statements). They start with a couple of unplugged activities that help them familiarise themselves with the syntax and indentation of IF statements, learning to read and understand the order of execution of commants in a fun and engaging way. They move on to a worksheet adapted with differentiated levels of attainment. The PPT slides are complete with notes to help non-specialist teachers.
DonDino
Python Iteration L5 - Introduction to while loops

Python Iteration L5 - Introduction to while loops

From Scratch to Python - While Loops (Iteration) Lesson 5 This series of lessons will prepare all students, particularly in KS3 to develop their computational thinking skills, which is required for most KS4 qualification. It is also aimed at students aiming to sit GCSE computer science, and will support, provide a thorough and secure understanding of loops, particularly condition controlled while loop. There is adequate practise at applying skills. Starter plenary and homework activities included. This lesson is aimed at all abilities, although lower ability may require more time to process content or additional lessons to complete all tasks. Lesson objectives are extracted from the new computing curriculum in England for KS2 and KS3. Although this lesson can be taught as stand alone, students who have already used algorithms in scratch series and from scratch to python will benefit from continuity and familiarity of keywords and exercises. Students will need knowledge of how to use input and output function with knowledge of variables in python. Or alternatively purchase introduction to python - from scratch to python series. They will also need the python IDLE environment which is available to download free at https://www.python.org/downloads/release/python-350/. Please feel free to email chris_vidal2000@yahoo.com for feedback or further advice.
chris_vidal
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
Web Coding Problem Solving Homework 1

Web Coding Problem Solving Homework 1

This is a short written task is designed to following an introductory lesson on HTML. The 10 to 15 minute, 18 mark homework sheet has two pages which cover the basic structure and tags of an HTML file. Question 1 shows a html file with most of the elements names removed from the tags. Students have to correctly complete the start and end tags for head, title, body, h1 and p. Question 2 shows a web page in a browser along with the HTML file. Students have to identify eight pieces of code that have been removed from the file, writing in the missing code. This could easily be used as class written work or for staff absence cover.
snegreid
KS3 CT Computational Thinking Series

KS3 CT Computational Thinking Series

KS3 CT Computational Thinking 14 key worksheets designed to be completed electronically to teach some of the trickier aspects of the KS3 National Curriculum, including: 1. Linear search 2. Binary search 3. Bubble sort 4. Simple logic gates 5. Logic gate circuits 6. Representing numbers 7. Binary to decimal 8. Decimal to binary 9. -TBC 10. Binary addition 11. Text representation 12. Picture representation 13. Sound representation 14. Instructions 15. Instruction sets 16. (brief introduction to algorithmic thinking) Lots of editable explanations, tasks and activities for varying abilities.
clickschool
150 Python Challenges

150 Python Challenges

A single location to download all of our Python challenges (previously sold as separate downloads). Includes a single 149 page book outlining the challenges giving helpful instructions including how to install Python and SQLite3 as well as including sample code to help you and your classes complete all of the challenges. Screenshots of each solution included along with the original Python file so you can demonstrate the working solution to your class and talk through the code with them. Includes ready-to-use challenges to practice with and 5 larger chunky challenges to help pupils prepare for their NEA coursework and ideal to be used for the NEA resource bank. Suitable for KS3, GCSE and A Level Computer Science pupils. Covers: • Inputting and displaying data • Strings • Maths • If statements • For and while loops • Random • Turtle • Tuples • Lists • Directories • Numerical Arrays • 2D lists and directories • Reading from and writing to an external text file • Reading from and writing to an external .CSV file • Functions • TKinter • SQLite3 A complete, ready to use resource that will prove invaluable to your pupils to help them learn Python as a reference guide as they progress with their programming. For more high-quality resource visit www.nicholawilkin.com
nwilkin
Python Art Gallery Chunky Challenge using a GUI interface and SQLite3

Python Art Gallery Chunky Challenge using a GUI interface and SQLite3

A larger challenge which allows pupils to test their skills in Python. This is a challenge they can get their teeth into. SUITABLE FOR A STUDENT’S NON-EXAM ASSESSMENT (NEA) RESOURCE BANK. This challenge requires the pupils to create a program that will read and write to an SQL database with a one-to-many relationship. It includes a handout which explains the challenge to the pupils and outlines possible problems they will have to overcome in their program. The skills the pupils will need to be familiar with in order to complete this challenge are: - Functions - TKinter - SQLite3 This program should take a few lessons to complete and covers all the key programming skills needed to attain a high grade in their programming assessment. This resource also includes a Python file containing one possible answer. For high-quality complete units of work which are suitable for non-specialist teachers visit www.nicholawilkin.com.
nwilkin
From Sratch to python - Decision Making (Selection using Lists) Lesson 3

From Sratch to python - Decision Making (Selection using Lists) Lesson 3

This series of lessons will prepare all students, particularly in KS2 and KS3 to develop their computational thinking skills, which is required for most KS4 qualification. It is also aimed at students aiming to sit GCSE computer science, and will support, provide a thorough and secure understanding of fundamental topics with adequate practise at applying skills. Decision making is an essential skill to master in computer science and students from any level can be guided with searching through lists in this lesson with teacher notes and make good progress. This lesson also covers invalid user entry using exception handler. It is useful for students to cover previous lessons in decision making. Starter plenary and homework activities included. This lesson is aimed at all abilities, although lower ability may require more time or lessons to complete all tasks. Lesson objectives are extracted from the new computing curriculum in England for KS2 and KS3. Students who have already used algorithms in scratch series will benefit from continuity and familiarity of keywords and exercises. Students will need knowledge of how to use input and output function with knowledge of variables in python. Or alternatively purchase introduction to python - from scratch to python series. They will also need the python IDLE environment which is available to download free at https://www.python.org/downloads/release/python-350/. Please feel free to email chris_vidal2000@yahoo.com for feedback or further advice.
chris_vidal