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.
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.
These resource has been produced to teach 7 to 14 year olds about programming concepts by creating fun games using the text-based programming language Python. The activities and challenges have been designed to provide a stimulating, engaging and effective way of improving students’ knowledge of the core programming concepts.
These adaptable PowerPoint Presentations (43 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.6.
It includes:
Teaching PowerPoints(includes checkpoint questions and answers)
Student PowerPoints (Includes checkpoint questions, but omits the answers)
Content Covered:
Impacts of digital technology on wider society including:
Ethical issues
Legal issues
Cultural issues
Environmental issues
Privacy issues
Legislation relevant to Computer Science:
The Data Protection Act 2018
Computer Misuse Act 1990
Copyright Designs and Patents Act 1988
Software licences (i.e. open source and proprietary)
This pack consists of 37 editable homework/classwork activities that can be used to support your delivery of the Computer Science GCSE course. In addition, the homework bundle also contains a suggested mark scheme for each activity.
Unit 1.1
· Components of a CPU
· CPU Performance
· Embedded Systems
Unit 1.2
· ROM & RAM
· Flash Memory & Virtual Memory
· Data Capacity
· Storage Comparison
· Data Storage
· Compression
Unit 1.3
· LANS & WANS
· Wired & Wireless Networks
· Star & Mesh Topology
· Network Protocols
· The Concept of Layers
Unit 1.4
· Malware
· Network Threats
· Network Vulnerabilities
Unit 1.5
· Operating Systems
· Utility Software
Unit 1.6
· The Impacts of Technology
· The Digital Divide
· Legislation + Proprietary and Open Source Software
Unit 2.1
· Decomposition & Abstraction
· Flowcharts & Programs
· Sorting Data
· Sorting & Searching Programs
Unit 2.2
· Selection
· Iteration
· Arrays (Lists)
· Functions
Unit 2.3
· Authentication
· Maintainability
· Testing
Unit 2.4
· Boolean Logic & Truth Tables
· Logic Gates
Unit 2.5
· Programming Languages
· IDEs
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
These adaptable PowerPoint Presentations (33 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.5.
It includes:
Teaching PowerPoints (includes checkpoint questions and answers)
Student PowerPoints (Includes checkpoint questions, but omits the answers)
Content Covered:
The purpose and functionality of operating systems:
User interface
Memory management and multitasking
Peripheral management and drivers
User management
File management
The purpose and functionality of utility software
Utility system software:
Encryption software
Defragmentation
Data compression
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
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
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
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.
This 10 page photocopiable resource has been produced to provide 7 to 14 year olds with exciting and engaging opportunities to learn coding concepts using Python in a series of 4 fun standalone projects.
The projects are:
Game 1 -Play the name game - Students have fun with their name.
Game 2 -Guess the number -Students have fun making a game to guess the number.
Game 3 - Mystery of the Crystal Ball - Students have fun looking into their future.
Game 4 - Two Player Horse Race Game
Each project takes from 30 minutes to an hour and a half to complete and all of them include a series of activities to extend learning.
These adaptable PowerPoint Presentations (111 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.3.
It includes:
Teaching PowerPoint Presentations (including checkpoint questions and answers)
Part 1 – Networks & Topologies (66 slides)
Part 2 - Wired & Wireless Networks, Protocols & Layers (45 slides)
Student PowerPoint Presentations (Including checkpoint questions, but omits the answers)
Part 1 – Networks & Topologies
Part 2 - Wired & Wireless Networks, Protocols & Layers
Content Covered:
Types of network:
LAN (Local Area Network)
WAN (Wide Area Network)
Factors that affect the performance of networks
The different roles of computers in a client-server and a peer-to-peer network
The hardware needed to connect stand-alone computers into a Local Area Network:
Wireless access points
Routers
Switches
NIC (Network Interface Controller/Card)
Transmission media
The Internet as a worldwide collection of computer networks:
DNS (Domain Name Server)
Hosting
The Cloud
Web servers and clients
Star and Mesh network topologies
Modes of connection:
Wired - Ethernet
Wireless Wi-Fi & Bluetooth
Encryption
IP addressing and MAC addressing
Standards
Common protocols including:
TCP/IP (Transmission Control Protocol/Internet Protocol)
HTTP (Hyper Text Transfer Protocol)
HTTPS (Hyper Text Transfer Protocol Secure)
FTP (File Transfer Protocol) o POP (Post Office Protocol)
IMAP (Internet Message Access Protocol)
SMTP (Simple Mail Transfer Protocol)
The concept of layers
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
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)
These adaptable PowerPoint Presentations (79 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 5.
It includes:
Teaching PowerPoints (including checkpoint questions and answers)
Student PowerPoints (Including checkpoint questions, but omits the answers)
Content Covered:
· understand environmental issues associated with the use of digital devices (energy consumption, manufacture, replacement cycle, disposal)
· understand ethical and legal issues associated with the collection and use of personal data (privacy, ownership, consent, misuse, data protection)
· understand ethical and legal issues associated with the use of artificial intelligence, machine learning and robotics (accountability, safety, algorithmic bias, legal liability)
· understand methods of intellectual property protection for computer systems and software (copyright, patents, trademarks, licencing)
· understand the threat to digital systems posed by malware (viruses, worms, Trojans, ransomware, key loggers) and how hackers exploit technical vulnerabilities (unpatched software, out-of-date anti-malware) and use social engineering to carry out cyberattacks
· understand methods of protecting digital systems and data (anti-malware, encryption, acceptable use policies, backup and recovery procedures)
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.
In this lesson you are introduced to the use of relational (sometimes known as comparison) operators and Boolean. operators in Python programming.
Python and the Python Logo are trademarks or registered trade marks of the Python Software Foundation.
In this video I introduce variables and how they are used in Python programs.
Python and the Python Logo are trademarks or registered trade marks of the Python Software Foundation.
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.