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Computing Skills Progression Grid KS1 and 2

Computing Skills Progression Grid KS1 and 2

A document that charts all the key skills within Computing across all age groups within KS1 and 2. Taken from the National Curriculum Document; all areas have been broken down and some expanded upon to build a progressive system of skills and abilities that children should exemplify within specific year groups in order to achieve the National Expectation within the subject. Useful for supporting planning across all year groups and for assessing the level of children at any point in the year. Covers Digital Literacy, Computer Science, Programming and E-Safety. What is also good about this document, is that its based on general equipment and resources that are free to use or stocked by almost all primary schools.
duncanjhmacdonald
Programming Malware GCSE Lesson

Programming Malware GCSE Lesson

GCSE lesson based around making the malware/cyber security topic related to programming. Looked online but couldn't find anything useful so created a 'virus' program to teach the students without giving them information on how to do anything illegal. Code works in Visual Basic, and is a good way to get the students hooked. Also worth mentioning that the 'virus' they create doesn't actually do anything malicious, it just appears that way, and gives them a chance to practice their programming techniques. Then they have instructions on the worksheet that they follow through until they have a working program. Powerpoint is also included.
likeakipper8
GCSE Hangman Coding Project

GCSE Hangman Coding Project

Included is a booklet containing a series of tasks (16 in total) with hints for some of the trickier tasks. There are also code snippets which can be used alongside the tasks or as an extra aid for students who are struggling. Also included is a checklist which can be displayed during the project, so that students can update their progress through the tasks. I have used this with a year 10 class who found it enjoyable as well as getting good programming practice. The program makes use of variables, selection, definite and indefinite iteration, arrays, boolean variables and a linear search.
likeakipper8
Microbit Board Game Project

Microbit Board Game Project

This resource was used for Year 7 Computing following a unit involving learning about variables, selection, iteration and random number generation using the Microbit. They loved playing the game, especially as they helped to create it! The idea is to have them use the Microbit as part of the board game. They will program in a dice function for shaking the Microbit, and other features for when they press Button A or B. The game works similarly to Snakes and Ladders. Button A moves the player either forwards or backwards, 6, 4, or 2 spaces (picked randomly by the program), and Button B moves the player up or down by flashing up to 3 up or down arrows (again randomly). Instructions were given via a worksheet, where the first page (two of the tasks) were given in the first lesson and the final one was given at the start of the second. When they had finished their program they could then download it to the Microbit and play their game. My students ended up with between 10-25 minutes playing time depending on how quickly they programmed their game. They can provide their own playing pieces from pencil cases etc. and the board is provided (A4 printout is fine). The code is in the screenshots in the PowerPoint slides and can be made up quickly.
likeakipper8
OCR - ALEVEL - Computer Science - Exchanging Data

OCR - ALEVEL - Computer Science - Exchanging Data

Objective: - We’re learning to explain how compression methods are used in computer systems. Outcomes: - Lossy vs Lossless compression – Understanding it’s uses. Run length encoding and dictionary coding for lossless compression Symmetric and asymmetric encryption Different uses of hashing This covers the introduction to Lossy vs Lossless and talks about run length encoding and encryption. Includes a link to a khan academy video on encryption from YouTube * Referenced *
r_chambers
OCR - A-LEVEL Project - Computer Science - H446 - Lesson 2

OCR - A-LEVEL Project - Computer Science - H446 - Lesson 2

This is lesson 2 of the A-Level OCR computer science project guidance. The slides break down the tasks that should happen. It helps the students to do research and helps them to expand on what they've already found out. It gets them to think about interview techniques and discusses minutes and agendas. A good prompt for teachers who haven't delivered the project before.
r_chambers
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
bubble sort

bubble sort

Interactive resources to help students discover how bubble sort works. The starter activity helps students think how to sort a list by only comparing two numbers at a time. The bubble machine allows students to enter a list of at most 8 numbers and then examine the different passes it creates to sort them using bubble sort. The assessment prompts students to enter their name and a number. Each student is given a different assessment to attempt.
tempo68
Computing KS3 cover lessons

Computing KS3 cover lessons

19 different activities in this great pack! A selection of cover lessons and one off sessions. Suitable for non-subject specialists and experienced teachers alike.
studeapps
Moving from Flowcharts to Python

Moving from Flowcharts to Python

Aimed at KS3, Year 9 pupils who are returning to python after the summer break. It includes three examples, from easy to harder problems, to have pupils look at the connections between flowcharts, pseudocode and programming in a target language - in this case Python 3.6.
Carl67
Intro to Computational Thinking, Sequence & Variables with the Sandwich Robot

Intro to Computational Thinking, Sequence & Variables with the Sandwich Robot

Introductory lesson to Computational Thinking, sequences of instructions and variables, through the 'Sandwich Robot' activity. Lesson PPT includes instructions on how the teacher should perform the Sandwich Robot, questions that should be asked and introduction of key concepts. The PPT includes extensive notes which are helpful to non-specialist teachers, and timings on each slide. Also included are a 'bell work' slide to get students settled as they come in, and clear Learning Objectives.
DonDino