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I started out as a science teacher and made the transition to teaching ICT and Computer Science, which I have now been doing for over 20 years. I have also worked with primary school teachers to support their delivery of the national curriculum in computing. Edulito is a UK based educational publishing company that provides learning resources for school-aged children. All of the available resources have been tested in UK schools.

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I started out as a science teacher and made the transition to teaching ICT and Computer Science, which I have now been doing for over 20 years. I have also worked with primary school teachers to support their delivery of the national curriculum in computing. Edulito is a UK based educational publishing company that provides learning resources for school-aged children. All of the available resources have been tested in UK schools.
4 PRACTICE EXAM PAPERS - GCSE COMPUTER SCIENCE EDEXCEL 1CP2 (FROM 2020)
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4 PRACTICE EXAM PAPERS - GCSE COMPUTER SCIENCE EDEXCEL 1CP2 (FROM 2020)

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This pack includes four practice exam papers with mark schemes for Edexcel GCSE Computer Science (9–1) specification (first teaching September 2020, examinations from 2022). The papers have been written to replicate the style of Edexcel examinations. These papers provide students with an opportunity to familiarise themselves with the look and feel of an Edexcel paper. Python is the programming language used. The digital pack includes: · two practice papers for Principles of Computer Science (Paper 1) · two practice papers for Application of Computational Thinking (Paper 2) – Included with these papers are Python files for access by students during the exam and a complete set of Python file solutions. The papers combined cover all aspects of the computer science curriculum. You will also receive a comprehensive mark scheme for each paper.
KS3 Unit - What is Computational Thinking?
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KS3 Unit - What is Computational Thinking?

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This unit provides detailed teaching resources to teach students about computational thinking and includes at least 6 hours of lessons.Students develop simple algorithms and learn about key terminology such decomposition, abstraction and pattern recognition. This unit includes a: PowerPoint presentation (43 Slides) PDF teaching file Unit Test (including mark scheme) These resources can be used by a computing teacher or a non-specialist teacher to teach about computational thinking. This unit can be taught in a classroom with no computers. What will students learn in Unit 1? ALL STUDENTS • I understand the terms algorithm, decompose, abstraction and pattern recognition. • I can produce a simple algorithm that solves a problem. MOST STUDENTS • I can produce an algorithm that solves a problem. • I can apply the terms algorithm, decompose, abstraction and pattern recognition. SOME STUDENTS • I can compare two algorithms that perform the same task and understand why one algorithm is more efficient than another algorithm.
30 HOMEWORK ACTIVITIES - EDEXCEL GCSE COMPUTER SCIENCE 1CP2 (FROM 2020)
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30 HOMEWORK ACTIVITIES - EDEXCEL GCSE COMPUTER SCIENCE 1CP2 (FROM 2020)

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This pack consists of 30 editable homework/classwork activities that can be used to support your delivery of the course. In addition, the homework pack also contains a suggested mark scheme for each activity. Topic 1 & 6 · Decomposition and Abstraction · Flowcharts and Programs · Sorting Data · Sorting and Searching Programs · Selection · Arrays (Lists) · Functions · Improving Programs · Testing Topic 2 · Data Capacity · Conversions · Compression Topic 3 · Components of a CPU · CPU Performance · Embedded Systems · Storage Comparison · Operating Systems · Utility Software · Authentication · Programming Languages Topic 4 · LANS and WANS · Wired and Wireless Networks · Star and Mesh Networks · Network Protocols · The Concept of Layers Topic 5 · The Impact of Technology · The Environment · Social & Work Issues · Network Vulnerabilities
Python Programming for GCSE Bundle
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Python Programming for GCSE Bundle

4 Resources
This bundle will take you from the very basics of programming using Python through to making a simple board game and database. It includes: Using Variable, Data Types and String Manipulation Sequences, Selection and Iteration (Loops) Use of Lists (Arrays) and File Handling Creating a Simple Board Game and a Database
TEACHER POWERPOINTS: UNIT 3.3 FUNDAMENTALS OF DATA REPRESENTATION 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.3 FUNDAMENTALS OF DATA REPRESENTATION 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (125 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.3. It includes: Teaching PowerPoints (including checkpoint questions and answers) - 125 Slides Student PowerPoints (Including checkpoint questions, but omits the answers) Content Covered: Understand the following number bases: • decimal (base 10) • binary (base 2) • hexadecimal (base 16). Understand that computers use binary to represent all data and instructions. Explain why hexadecimal is often used in computer science. Understand how binary can be used to represent whole numbers. Understand how hexadecimal can be used to represent whole numbers. Be able to convert in both directions between: • binary and decimal • binary and hexadecimal • decimal and hexadecimal. Know that: • a bit is the fundamental unit of information • a byte is a group of 8 bits. Know that quantities of bytes can be described using prefixes. Know the names, symbols and corresponding values for the decimal prefixes: • kilo, 1 kB is 1,000 bytes • mega, 1 MB is 1,000 kilobytes • giga, 1 GB is 1,000 Megabytes • tera, 1 TB is 1,000 Gigabytes. Be able to compare quantities of bytes using the prefixes above. Be able to add together up to three binary numbers. Be able to apply a binary shift to a binary number. Describe situations where binary shifts can be used. Understand what a character set is and be able to describe the following character encoding methods: • 7-bit ASCII • Unicode. Understand that character codes are commonly grouped and run in sequence within encoding tables. Describe the purpose of Unicode and the advantages of Unicode over ASCII. Know that Unicode uses the same codes as ASCII up to 127. Understand what a pixel is and be able to describe how pixels relate to an image and the way images are displayed. Describe the following for bitmaps: • image size • colour depth. Know that the size of a bitmap image is measured in pixels (width x height). Describe how a bitmap represents an image using pixels and colour depth. Describe using examples how the number of pixels and colour depth can affect the file size of a bitmap image. Calculate bitmap image file sizes based on the number of pixels and colour depth. Convert binary data into a bitmap image. Convert a bitmap image into binary data. Understand that sound is analogue and that it must be converted to a digital form for storage and processing in a computer. Understand that analogue signals are sampled to create the digital version of sound. Describe the digital representation of sound in terms of: • sampling rate • sample resolution. Calculate sound file sizes based on the sampling rate and the sample resolution. Explain what data compression is. Understand why data may be compressed and that there are different ways to compress data.
TEACHER POWERPOINTS: EDEXCEL - TOPIC 1 & 6 COMPUTATIONAL THINKING AND PROGRAMMING 1CP2 (FROM 2020)
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TEACHER POWERPOINTS: EDEXCEL - TOPIC 1 & 6 COMPUTATIONAL THINKING AND PROGRAMMING 1CP2 (FROM 2020)

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These adaptable Powerpoint Presentations (274 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 1 and topic 6. These two topics have been combined so that students can learn about algorithms and at the same time have the opportunity to understand how algorithms can then be developed into programs. The programming language used is Python. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoints (Including checkpoint questions, but omits the answers) Content Covered: Topic 1 · understand the benefit of using decomposition and abstraction to model aspects of the real world and analyse, understand and solve problems · understand the benefits of using subprograms · be able to follow and write algorithms (flowcharts, written descriptions, draft program code or assessment reference language) that use sequence, selection, repetition (count-controlled, pre-conditioned, post-conditioned) and iteration (over every item in a data structure), and input, processing and output to solve problems · understand the need for and be able to follow and write algorithms that use variables and constants and one- and two-dimensional data structures (strings, records, arrays) · understand the need for and be able to follow and write algorithms that use arithmetic operators (add, subtract, divide, multiply, modulus, integer division), relational operators (equal to, less than, greater than, not equal to, less than or equal to, greater than or equal to) and logical operators (AND, OR, NOT) · be able to determine the correct output of an algorithm for a given set of data and use a trace table to determine what value a variable will hold at a given point in an algorithm · be able to identify and correct errors (logic, runtime) in algorithms · understand how standard algorithms (bubble sort, merge sort, linear search, binary search) work · be able to use logical reasoning and test data to evaluate an algorithm’s fitness for purpose and efficiency (number of compares, number of passes through a loop, use of memory) · be able to apply logical operators (AND, OR, NOT) in appropriate truth tables to solve problems Topic 6 · be able to use decomposition and abstraction to analyse, understand and solve problems · be able to read, write, analyse and refine programs written in a high-level programming language · be able to convert algorithms (flowcharts, written descriptions) into programs and convert programs into algorithms · be able to use techniques (layout, comments, meaningful identifiers, white space) to make programs easier to read, understand and maintain · be able to identify, locate and correct program errors (logic, syntax, runtime) etc
Example Python Programming Project for GCSE - Quiz Board Game
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Example Python Programming Project for GCSE - Quiz Board Game

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This sample project is designed to provide a stimulating, engaging and effective way of preparing students for the Programming Project Component of the 9-1 GCSE in computer science. Students use Python to create a Quiz Board Game. Including: Sample project scenario Sample student solution Sample Python code
Programming Project Support Pack for GCSE
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Programming Project Support Pack for GCSE

2 Resources
Help sheet 1 - Creating a board game using Python - Includes a complete set of instructions Help sheet 2 - Creating a database using Python - Includes a complete set of instructions Help Sheet 3 - Menus, Lists and Exporting using Python - Includes a complete set of instructions J276 Programming project Sample 1 - Archside Academy Detention Database NEA Sample project scenario NEA Sample student solution NEA Sample Python code J276 Programming project Sample 2 - Quiz Board Game NEA Sample project scenario NEA Sample student solution NEA Sample Python code
TEACHER POWERPOINTS: UNIT 2.2 PROGRAMMING FUNDAMENTALS J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.2 PROGRAMMING FUNDAMENTALS J277 (FROM 2020)

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These adaptable PowerPoint Presentations (148 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.2. It includes: Teaching PowerPoint Presentations (including checkpoint questions and answers) Part 1 – Programming Fundamentals (62 Slides) Part 2 – Data Types & Additional Programming techniques (86 Slides) Student PowerPoint Presentations (Including checkpoint questions, but omits the answers) Part 1 – Programming Fundamentals Part 2 – Data Types & Additional Programming techniques Content Covered: The use of variables, constants, operators, inputs, outputs and assignments The use of the three basic programming constructs used to control the flow of a program: Sequence Selection Iteration (count-and condition-controlled loops) The common arithmetic operators The common Boolean operators AND, OR and NOT The use of data types: Integer Real Boolean Character and string Casting The use of basic string manipulation The use of basic file handling operations: Open Read Write Close The use of records to store data The use of SQL to search for data The use of arrays (or equivalent) when solving problems, including both one-dimensional and two-dimensional arrays How to use sub programs (functions and procedures) to produce structured code Random number generation
Storage Test - GCSE Computer Science
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Storage Test - GCSE Computer Science

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This photocopiable resource has been produced to ensure that your students are able to successfully complete their GCSE Computer Science GCSE (9-1), but can also be used by other exam systems. This test has been designed to provide a stimulating, engaging and effective way of assessing the progress of your students. As well as the topic test, you are also provided with a comprehensive marking scheme. Please be aware that there may be appropriate alternative answers to some of the questions, and it is therefore suggested that the teacher uses their discretion when marking students work.
TEACHER POWERPOINTS: UNIT 1.1 SYSTEMS ARCHITECTURE J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 1.1 SYSTEMS ARCHITECTURE J277 (FROM 2020)

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These adaptable PowerPoint Presentations (62 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.1. It includes: · Teaching PowerPoint (includes checkpoint questions and answers) · Student PowerPoint (Includes checkpoint questions, but omits the answers) Content: The purpose of the CPU: The fetch-decode-execute cycle Common CPU components and their function: ALU (Arithmetic Logic Unit) CU (Control Unit) Cache Registers Von Neumann architecture: MAR (Memory Address Register) MDR (Memory Data Register) Program Counter Accumulator How common characteristics of CPUs affect their performance: Clock speed Cache size Number of cores
TEACHER POWERPOINTS: UNIT 3.4 COMPUTER SYSTEMS 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.4 COMPUTER SYSTEMS 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (219 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.4. It includes: Teaching PowerPoints (including checkpoint questions and answers) - Student PowerPoints (Including checkpoint questions, but omits the answers) Content Covered: Define the terms hardware and software and understand the relationship between them. Construct truth tables for the following logic gates: • NOT • AND • OR • XOR. Construct truth tables for simple logic circuits using combinations of NOT, AND, OR and XOR gates. Interpret the results of simple truth tables. Create, modify and interpret simple logic circuit diagrams. Students will only need to use NOT, AND, OR and XOR gates within logic circuits. Students will be expected to understand and use the standard logic circuit symbols. Create and interpret simple Boolean expressions made up of NOT, AND, OR and XOR operations. Create the Boolean expression for a simple logic circuit. Create a logic circuit from a simple Booleanexpression. Explain what is meant by: • system software • application software. Give examples of both types of software. Understand the need for, and functions of, operating systems (OS) and utility programs. Understand that the OS handles management of the: • processor(s) • memory • input/output (I/O) devices • applications • security. Know that there are different levels of programming language: • low-level language • high-level language. Explain the main differences between low-level and high-level languages. Know that machine code and assembly language are considered to be low-level languages and explain the differences between them. Understand that all programming code written in high-level or assembly languages must be translated. Understand that machine code is expressed in binary and is specific to a processor or family of processors. Understand the advantages and disadvantages of low-level language programming compared with high-level language programming. Understand that there are three common types of program translator: • interpreter • compiler • assembler. Explain the main differences between these three types of translator. Understand when it would be appropriate to use each type of translator. Explain the role and operation of main memory and the following major components of a central processing unit (CPU) within the Von Neumann architecture: • arithmetic logic unit • control unit • clock • register • bus. Explain the effect of the following on the performance of the CPU: • clock speed • number of processor cores • cache size. Understand and explain the Fetch-Execute cycle. Understand the different types of memory within a computer: • RAM • ROM • Cache • Register. Know what the different types of memory are used for and why they are required. etc
TEACHER POWERPOINTS: TOPIC 4 NETWORKS 1CP2 (FROM 2020)
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TEACHER POWERPOINTS: TOPIC 4 NETWORKS 1CP2 (FROM 2020)

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These adaptable PowerPoint Presentations (121 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 4. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoint (Including checkpoint questions, but omits the answers) Content Covered: · understand why computers are connected in a network · understand different types of networks (LAN, WAN) · understand how the internet is structured (IP addressing, routers) · understand how the characteristics of wired and wireless connectivity impact on performance (speed, range, throughput, bandwidth) · understand that network speeds are measured in bits per second (kilobit, megabit, gigabit) and be able to construct expressions involving file size, transmission rate and time · understand the role of and need for protocols (Ethernet, Wi-Fi, TCP/IP, HTTP, HTTPS, FTP and email (POP3, SMTP, IMAP)) · understand how the 4-layer (application, transport, network, data link) TCP/IP model handles data transmission over a network · understand characteristics of network topologies (bus, star, mesh) · understand the importance of network security, ways of identifying network vulnerabilities (penetration testing, ethical hacking) and methods of protecting networks (access control, physical security, firewalls)
Introduction to Coding - Lessons 1 - 6 - Prof Cody Teaches Kids to Code
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Introduction to Coding - Lessons 1 - 6 - Prof Cody Teaches Kids to Code

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This resource has been produced to teach children from 8 – 14 years of age about programming concepts by creating fun activities using the visual programming language Scratch 3.0. The activities and challenges have been designed to provide a stimulating, engaging and effective way of improving students’ knowledge of core programming concepts. Students also have to complete a series of challenges at the end of each activity. Each Lesson includes: A student worksheet including activities and challenges. A teacher PowerPoint for use in class or online. A complete video tutorial. Scratch templates to get your students started. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 1 – What is Coding? This lesson is about algorithms and how they are used to produce computer programs. Students will learn about the use of sequences of instructions and why it is important that these instructions are given in the correct order. They will create a dance computer program, add music and watch their very own choreographed dance! Lesson 1 comes with a complete video tutorial that will both engage and motivate. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 2 – Using Variables This lesson introduces the concept of variables and students have the opportunity of using text variables and number variables and completing a series of challenges. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 3 – Using Selection This lesson introduces the concept of selection and students have the opportunity of developing programs that use If and If then Else block structures. They will learn how to make a multi-answer quiz and create a Crack the Code game. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 4 – Using Iteration (Repetition) This lesson introduces the concept of Iteration (Repetition) and students have the opportunity of developing programs that repeat loops as well as forever loops. They will learn how to make programs more efficient by creating shapes using a repeat loop and will then move on to create a scary game using repeats and forever loops. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 5 – Using Procedures & Functions This lesson introduces the concept of Procedures and Functions using My Blocks. Students have the opportunity of developing programs that use procedures to spray a car in a car factory as well as procedures used to build a house. They will also have the opportunity to create a function that returns a value to the main program. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 6 – Using Arrays (Lists) This lesson introduces the concept of Arrays using Scratch Lists. Students have the opportunity of developing programs that use arrays to make a birthday present list. They also get to make a memory game, where they have to memorise a series of items in a list. Finally, they use an array to create a high scorer list in a game.
TEACHER POWERPOINTS BUNDLE: COMPONENT 2 - COMPUTATIONAL THINKING, ALGORITHMS AND PROGRAMMING J277 (FROM 2020)
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TEACHER POWERPOINTS BUNDLE: COMPONENT 2 - COMPUTATIONAL THINKING, ALGORITHMS AND PROGRAMMING J277 (FROM 2020)

5 Resources
These adaptable PowerPoint Presentations (357 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) Component 2 - Computational thinking, algorithms and programming . It includes: Teaching PowerPoint Presentations (including checkpoint questions and answers) Student PowerPoint Presentations (Including checkpoint questions, but omits the answers) Content Covered: 2.1 Algorithms 2.2 Programming fundamentals 2.3 Producing robust programs 2.4 Boolean logic 2.5 Programming languages and Integrated Development Environments
Learn to Code using Python
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Learn to Code using Python

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This photocopiable resource has been produced to provide 7 to 14 year olds with exciting and engaging opportunities to learn coding concepts using the Python programming language. There are enough activities for 4 to 5 lessons. Including: Algorithms Sequences Iteration (Repetition) Selection Variables The resource covers the programming aspect of the computing national curriculum. use two or more programming languages, at least one of which is textual, to solve a variety of computational problems make appropriate use of data structures [for example, lists, tables or arrays] design and develop modular programs that use procedures or functions.
Python Video Tutorials #4 - The Use of String Manipulation
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Python Video Tutorials #4 - The Use of String Manipulation

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This lesson introduces string manipulation and explains how it is used in Python. It includes changing the case of a text string to upper case or lower case; finding the length of a string and how to use formatting to output a table of data. Python and the Python Logo are trademarks or registered trade marks of the Python Software Foundation.