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Computer Science Resources

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(based on 10 reviews)

I am a Computer Science and ICT Teacher in East London. I am Head of Computer Science, ICT and Business Studies. I have many years experience teaching Computer Science and ICT and working with both gifted and talented students as well as those less able. All my resources are currently being used and are now available to purchase. If you download any of my resources, for free or paid, I would really appreciate a positive review, to build my shop further. Thank you.

I am a Computer Science and ICT Teacher in East London. I am Head of Computer Science, ICT and Business Studies. I have many years experience teaching Computer Science and ICT and working with both gifted and talented students as well as those less able. All my resources are currently being used and are now available to purchase. If you download any of my resources, for free or paid, I would really appreciate a positive review, to build my shop further. Thank you.
Computer Science: Algorithms & Flowcharts [L5]
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Computer Science: Algorithms & Flowcharts [L5]

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This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students. This is lesson 5 of the 6 lesson course. Lesson 5 covers: A further look at sensors and how they’re linked to decisions Programming an Automatic Greenhouse (based on sensors) There is an opportunity of an assessment in this lesson Discussing the relative advantages and disadvantages of an automated car Lesson 5 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding what instructions and sequences are Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows) Creating basic flowcharts in Flowol Programming a Zebra Crossing and Crossing Patrol Understanding the correct sequence of traffic lights Programming Traffic Lights Understanding the Decision Symbol Using the Decision symbol in the Pelican Crossing Learning about Sensors and how they’re linked to decision Programming an Automatic Greenhouse (based on sensors) Understanding Variables and Subroutines Programming a Car park using Subroutines and Variables Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Flowol programs that are part of the varying challenges are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Complete Computer Science KS3 SOW: Introduction to Excel
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Complete Computer Science KS3 SOW: Introduction to Excel

8 Resources
This bundle comprises the entire 8 week SOW for Introduction to Excel. By purchasing this bundle, you will be saving 24%! I would appreciate all feedback on my work with your purchase, so I can further build my shop. Thank you.
Complete Computer Science KS3 SOW: Staying Safe Online
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Complete Computer Science KS3 SOW: Staying Safe Online

9 Resources
This bundle comprises the entire 10 week SOW for Staying Safe Online. By purchasing this bundle, you will be saving 33%! I would appreciate all feedback on my work with your purchase, so I can further build my shop. Thank you.
Complete ICT KS3 SOW: Photoshop and Flash
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Complete ICT KS3 SOW: Photoshop and Flash

6 Resources
This bundle comprises the entire 6 week SOW for Photoshop and Flash. By purchasing this bundle, you will be saving 25%! I would appreciate all feedback on my work with your purchase, so I can further build my shop. Thank you.
Computer Science: Algorithms & Flowcharts [L2]
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Computer Science: Algorithms & Flowcharts [L2]

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This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students. This is lesson 2 of the 6 lesson course. Lesson 2 covers: Understanding the correct sequence of traffic lights Programming Traffic Lights Analysing how to program two opposite sets of traffic lights Understanding why two sets of amber lights must not be on at the same time and looking at how to achieve this Lesson 2 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding what instructions and sequences are Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows) Creating basic flowcharts in Flowol Programming a Zebra Crossing and Crossing Patrol Understanding the correct sequence of traffic lights Programming Traffic Lights Understanding the Decision Symbol Using the Decision symbol in the Pelican Crossing Learning about Sensors and how they’re linked to decision Programming an Automatic Greenhouse (based on sensors) Understanding Variables and Subroutines Programming a Car park using Subroutines and Variables Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Flowol programs that are part of the varying challenges are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Intro to Communications [L1]
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Computer Science: Intro to Communications [L1]

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This Computer Science Scheme of Work is a 5 week project for KS3 students (who have 1 lesson a week). It focuses on introducing computing communications, such as the internet, the world wide web, computer networks, etc, so is ideally suited for Year 8 students. This is lesson 1 of the 5 lesson course. Lesson 1 covers: What the internet is Introducing the World Wide Web (www) Looking at Computer Networks Discussing advantages and disadvantages of computer networks Lesson 1 is free! The other lessons are available at a low price, and to grab a bargain, select the bundle package. The skills this Scheme of Work covers include: What the internet is Introducing the World Wide Web (www) Looking at Computer Networks Discussing advantages and disadvantages of computer networks Understand Wired and Wireless devices Looking at computer hardware that is required to create a network Analysing how devices communicate in a home Looking at the cabling system that spans the world Understanding the term bandwidth Comparing upload and download speeds Looking at how fibre optic replaced copper cabling Analysing what buffering is, why it happens and why it is so annoying Understanding the term topology Comparing standalone to networked computers Looking at LAN and WAN Studying Bus, Ring and Star topologies Analysing a client server and peer-to-peer network Looking at the advantages and disadvantages of each system Understanding about cloud computing Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Programming in Python [L6]
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Computer Science: Programming in Python [L6]

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This Computer Science Scheme of Work is Lesson 6 of a 6 week project for KS3 students (who have 1 lesson a week). It focuses on text-based programming skills using Python, so is ideally suited for Year 8 students who have completed basic programming in Scratch, Kodu or Flowol. This is lesson 6 of the 6 lesson course. Lesson 6 covers: Learning about the elif block of code and how it is used in selection statements Creating a unique quiz using selection statements, variables, comparison operators, the input function and the print function Lesson 6 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Using Interactive and Script Mode Understanding what a Syntax Errors Using the print Function to output text Being able to create and use variables Using the input Function with user input Understanding about the different data types Using Mathematical Operators Using the int Function Understanding what Selection Statements are Using Comparison Operators with code Understanding what Python Modules are Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Python programs that are part of the varying challenges and tasks are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
Complete Computer Science KS3 SOW: Digital Literacy
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Complete Computer Science KS3 SOW: Digital Literacy

5 Resources
This bundle comprises the entire 7 week SOW for Digital Literacy and E-Safety. By purchasing this bundle, you will be saving 38%! I would appreciate all feedback on my work with your purchase, so I can further build my shop. Thank you.
Computer Science: Algorithms & Flowcharts [L3]
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Computer Science: Algorithms & Flowcharts [L3]

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This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students. This is lesson 3 of the 6 lesson course. Lesson 3 covers: Understanding the Decision Symbol Using the Decision symbol in the Pelican Crossing Analysing what the decision symbol is vital in a Pelican Crossing There is an opportunity of an assessment in this lesson Lesson 3 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding what instructions and sequences are Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows) Creating basic flowcharts in Flowol Programming a Zebra Crossing and Crossing Patrol Understanding the correct sequence of traffic lights Programming Traffic Lights Understanding the Decision Symbol Using the Decision symbol in the Pelican Crossing Learning about Sensors and how they’re linked to decision Programming an Automatic Greenhouse (based on sensors) Understanding Variables and Subroutines Programming a Car park using Subroutines and Variables Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Flowol programs that are part of the varying challenges are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Algorithms & Flowcharts [L6]
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Computer Science: Algorithms & Flowcharts [L6]

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This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students. This is lesson 6 of the 6 lesson course. Lesson 6 covers: Understanding Variables and Subroutines Adapting the pelican crossing to use a subroutine to simplify the program Programming a Car park using Subroutines and Variables Analysing how variables can be used to “count” and the advantages this could have in many scenarios Lesson 6 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding what instructions and sequences are Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows) Creating basic flowcharts in Flowol Programming a Zebra Crossing and Crossing Patrol Understanding the correct sequence of traffic lights Programming Traffic Lights Understanding the Decision Symbol Using the Decision symbol in the Pelican Crossing Learning about Sensors and how they’re linked to decision Programming an Automatic Greenhouse (based on sensors) Understanding Variables and Subroutines Programming a Car park using Subroutines and Variables Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Flowol programs that are part of the varying challenges are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Complete OCR Creative iMedia R081
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Complete OCR Creative iMedia R081

6 Resources
This bundle comprises the entire 5 week SOW for OCR Creative iMedia R081 Pre-Production skills. By purchasing this bundle, you will be saving 50%! I would appreciate all feedback on my work with your purchase, so I can further build my shop. Thank you.
Computer Science: Coding in HTML [L1]
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Computer Science: Coding in HTML [L1]

(3)
This Computer Science Scheme of Work is a 5 week project for KS3 students (who have 1 lesson a week). It focuses on basic website development using HTML, so is ideally suited for Year 7 students. This is lesson 1 of the 5 lesson course. Lesson 1 covers: What is HTML Writing and understanding the Basic Structure Opening the website in editable form Understanding the Body section Using the P tag (paragraphs) Lesson 1 is free! The other lessons are available at a low price, and to grab a bargain, select the bundle package. The skills and learning this Scheme of Work covers include: What is HTML Writing and understanding the Basic Structure Opening the website in editable form Understanding the Body section Using the P tag (paragraphs) Using the H1, H2 etc tags (headers) Using the UL and LI tags (bullet points) Using the OL and LI tags (numbered list) Using the IMG SRC tags to import images Editing images by changing their width Using the style tag in the head section (colours, fonts, etc) Inserting scrolling marquees Creating website hyperlinks Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft Publisher. Step-by-step instructions are included for the students (and teacher) which detail exactly how to create websites in HTML. This SOW can be used by students (and teachers) who have little or no experience of programming. In addition, the HTML websites that are used in the step-by-step guides are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Algorithms & Flowcharts [L1]
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Computer Science: Algorithms & Flowcharts [L1]

(2)
This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students. This is lesson 1 of the 6 lesson course. Lesson 1 covers: Understanding what instructions and sequences are Understanding how to order a sequence of instructions in a particular way Looking at how some sequences can be programmed in one way only, and others can be solved in different ways Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows) Creating basic flowcharts in Flowol Programming a Zebra Crossing and Crossing Patrol Lesson 1 is free! The other lessons are available at a low price, and to grab a bargain, select the bundle package. The skills this Scheme of Work covers include: Understanding what instructions and sequences are Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows) Creating basic flowcharts in Flowol Programming a Zebra Crossing and Crossing Patrol Understanding the correct sequence of traffic lights Programming Traffic Lights Understanding the Decision Symbol Using the Decision symbol in the Pelican Crossing Learning about Sensors and how they’re linked to decision Programming an Automatic Greenhouse (based on sensors) Understanding Variables and Subroutines Programming a Car park using Subroutines and Variables Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Flowol programs that are part of the varying challenges are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
OCR Creative iMedia R081: Pre-Production L2
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OCR Creative iMedia R081: Pre-Production L2

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OCR Creative iMedia: R081 Pre-Production Skills Lesson 2 This ICT Scheme of Work is a 5 week project for KS4 students (who have 2 lessons a week). This Scheme of Work was created to introduce students to the OCR Creative iMedia course, focusing on the module R081; Pre-Production skills. It focuses on introducing students to this mandatory module, to give them a good overview on many of the principles of R081 while creating engaging and enjoyable lessons, with many practical tasks that need to be completed. It includes a 4 lesson project at the end of the scheme of work, where students can put their understanding to practice, creating various pre-production elements. This is lesson 2 of the 10 lesson course. Lesson 2 covers an introduction to mind maps (spider diagrams). The lesson includes examples, an explanation and then a task that the students must complete. Lesson 2 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding moodboards Looking at mind maps (spider diagrams) Creating and understanding storyboards Focusing on camera angles Looking at different camera shots and focus Learning about scripts Four lesson project The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individual lessons or purchase a bundle. Thank you for reading.
Computer Science: Algorithms & Flowcharts [L4]
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Computer Science: Algorithms & Flowcharts [L4]

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This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students. This is lesson 4 of the 6 lesson course. Lesson 4 covers: Learning about Sensors and how they’re linked to decision Discussing different examples of sensors and their roles in our daily lives Programming an Automatic Home (based on sensors) Discussing the advantages of sensors and how they are making our lives more automated Lesson 4 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding what instructions and sequences are Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows) Creating basic flowcharts in Flowol Programming a Zebra Crossing and Crossing Patrol Understanding the correct sequence of traffic lights Programming Traffic Lights Understanding the Decision Symbol Using the Decision symbol in the Pelican Crossing Learning about Sensors and how they’re linked to decision Programming an Automatic Greenhouse (based on sensors) Understanding Variables and Subroutines Programming a Car park using Subroutines and Variables Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Flowol programs that are part of the varying challenges are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Intro to Computing [L2]
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Computer Science: Intro to Computing [L2]

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This Computer Science Scheme of Work is Lesson 2 of a 7 week project for KS3 students (who have 1 lesson a week). It focuses on an introduction to Computer Science, so is ideally suited for Year 7 students. It is a great introductory resource into Computer Science for Year 7 students. This is lesson 2 of the 7 lesson course. Lesson 2 covers: Input, Output and Storage Devices Understanding the differences Recognising Input, Output and Storage devices Completing a differentiated task on the computer systems Lesson 2 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this entire Scheme of Work covers include: Hardware and Software Input, Output and Storage Devices Secondary Storage (Magnetic, Optical and Solid State) Primary Storage (RAM and ROM) Internal Components of a PC (PSU, CPU, Motherboard, Heat Sink, RAM, ROM and the Hard drive) Fetch, Decode and Execute cycle Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
ICT: Photoshop and Flash [L5]
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ICT: Photoshop and Flash [L5]

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This ICT Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on graphical manipulation and animation using Adobe Photoshop and Flash so is ideally suited for Year 8 students, although no prior knowledge is required as this SOW provides detailed step-by-step instructions on all the tasks. This is lesson 5 of the 6 lesson course. Lesson 5 covers: Analysing the different tweening techniques and understanding what they are Using tweening to manipulate the animated object Step-by-step instructions are included that demonstrate all steps involved in the animation Lesson 5 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding pixels, resolution and pixilation Looking at aspect ratio and the importance of maintaining it Learning about Photoshop layers and how they are used to create complex images Looking at the Magic wand tool Understanding brightness, contrast, hue, saturation and colour balance Mini project: Creating a unique image using all the skills from the previous lessons Understanding what animation is Looking at Flash layers and how locking and hiding them helps Understanding how to create basic shapes in Flash Analysing the different tweening techniques and understanding what they are Understanding what backdrops are Each lesson begins with objectives and outcomes being introduced to the students. All tasks, whether in Photoshop or Flash, include detailed step-by-step instructions. Teachers can demonstrate the process themselves and then allow the students to use the step-by-step guides to complete the challenges themselves. Extension resources are available throughout the lessons to support the more capable student. Worksheets (including differentiated tasks) are included, along with two homework’s which are linked to the SOW. There is room for two assessments during the SOW. However, these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However, if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Photoshop and Flash files that are part of the varying challenges and tasks (as well as the demonstrations) are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individual lessons or purchase a bundle. Thank you for reading.
ICT: Photoshop and Flash [L6]
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ICT: Photoshop and Flash [L6]

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This ICT Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on graphical manipulation and animation using Adobe Photoshop and Flash so is ideally suited for Year 8 students, although no prior knowledge is required as this SOW provides detailed step-by-step instructions on all the tasks. This is lesson 6 of the 6 lesson course. Lesson 6 covers: Understanding what backdrops are Creating a backdrop to give the “illusion” of the animated object moving All step-by-step instructions are included that demonstrate how this can be achieved Lesson 6 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding pixels, resolution and pixilation Looking at aspect ratio and the importance of maintaining it Learning about Photoshop layers and how they are used to create complex images Looking at the Magic wand tool Understanding brightness, contrast, hue, saturation and colour balance Mini project: Creating a unique image using all the skills from the previous lessons Understanding what animation is Looking at Flash layers and how locking and hiding them helps Understanding how to create basic shapes in Flash Analysing the different tweening techniques and understanding what they are Understanding what backdrops are Each lesson begins with objectives and outcomes being introduced to the students. All tasks, whether in Photoshop or Flash, include detailed step-by-step instructions. Teachers can demonstrate the process themselves and then allow the students to use the step-by-step guides to complete the challenges themselves. Extension resources are available throughout the lessons to support the more capable student. Worksheets (including differentiated tasks) are included, along with two homework’s which are linked to the SOW. There is room for two assessments during the SOW. However, these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However, if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Photoshop and Flash files that are part of the varying challenges and tasks (as well as the demonstrations) are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individual lessons or purchase a bundle. Thank you for reading.
Computer Science: Programming in Kodu [L2]
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Computer Science: Programming in Kodu [L2]

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This Computer Science Scheme of Work is a 7 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Kodu, a 3D games maker which is free to download from Microsoft, so is ideally suited for Year 8 students. This is lesson 2 of the 7 lesson course. Lesson 2 covers: Understanding how to program “Kodu” to move in the “world” Creating a sequence of intructions to allow Kodu to move, eat and win Adding extension features to this “mini” game showing further understanding of sequencing and computational thinking Lesson 2 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: An introduction to Kodu Looking at the user interface and understanding the various control buttons Creating a unique “world” using the UI Understanding how to program “Kodu” to move in the “world” Creating a sequence of intructions to allow Kodu to move, eat and win Looking at the importance of creating code for automated movement Following instructions to create three automated movement techniques; randomly wander, when see and follow path Adding more advanced features, such as countdown timer, bonus coin and game levels Understanding how to create a unique game using all previous learning and understanding Following a PLC to guide the students with adding as many different game features as possible with their unique game Each lesson begins with objectives and outcomes being introduced to the students. Many of the tasks include detailed step-by-step instructions. Teachers can demonstrate the process themselves and then allow the students to use the step-by-step guides to complete the challenges themselves. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft Publisher. The linked worksheets are also provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.