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Head of Department at an Outstanding School. I was nominated as one of the top 50 teachers in the Global Teachers Prize. I am a Microsoft Innovative Expert Educator, a Microsoft Fellow and a Microsoft Certified Trainer working in a Google School. I received the Microsoft Award for innovation in ICT, Education Department Provincial Award for Best ICT Practice and Eduweek’s Best Classroom Practice.

Head of Department at an Outstanding School. I was nominated as one of the top 50 teachers in the Global Teachers Prize. I am a Microsoft Innovative Expert Educator, a Microsoft Fellow and a Microsoft Certified Trainer working in a Google School. I received the Microsoft Award for innovation in ICT, Education Department Provincial Award for Best ICT Practice and Eduweek’s Best Classroom Practice.
Python 3: Input and Output Lesson 2 with instructional videos

Python 3: Input and Output Lesson 2 with instructional videos

Computer Science new curriculum Python 3: Input and Output Lesson 2 with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Lesson outcome: To be able to change input data from one data type to another. Lesson Aim: To be able to cast data types entered using the input function. This 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), (The videos cover data types, string, integer, float, boolean, casting.) differentiated exercises, and the completed python files. Download all the files into the same folder and run Python Input Output Power Point 2. Have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of each unit
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Scratch 1.4 Lesson 1 – Game Basics

Scratch 1.4 Lesson 1 – Game Basics

This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 16 page document. Learning Objectives You will understand how to:  Create a simple script that animates the sprite automatically  Create a script that allows the user to control the movement of the sprite using the arrow keys  Combine the different scripts to work together on the same sprite  Make the sprite reverse direction  Edit the stage using the Paint Editor facility within Scratch  Make the sprite react to the background  Import a new sprite from the ones available within scratch  Create and edit new costumes for an existing sprite  Create a simple script that move the sprite automatically  Create variables to set the score and the countdown  Set a sprite to start in a certain position  Save your work
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Scratch 1.4 Lesson 4 – Monkey Game

Scratch 1.4 Lesson 4 – Monkey Game

Scratch 1.4 Lesson 4 – Monkey Game This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 8 page document. Learning Objectives: You will understand:  The following key terms – variable, operator, IF..Else…repeat until  How to give the user instructions at the beginning of the game  How to use broadcast to start the game  GREATER THAN and LESS THAN symbols  BOOLEAN LOGIC as it applies to combining conditions necessary for game outcomes.  Combine different conditions using If…Else.. to govern the game outcome  How to animate a sprite using costumes  How to control the movement of a sprite using arrow keys  How to design a maze on the stage  How to make sprites interact with the background by using colours  The range of coordinates available on the stage in Scratch  How to make sprites start in a pre-set starting position using co-ordinates  How to make objects to disappear and reappear in a random position
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Scratch 1.4 Lesson 3 - Underwater Game

Scratch 1.4 Lesson 3 - Underwater Game

Using Scratch 1.4 Lesson 3 - Underwater Game This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 16 page document. Learning Objectives You will understand how to:  Import sprites  Edit costumes of sprites given in Scratch  Animate sprites using scripts  Control the movement of sprites using the arrow keys  Create scripts that move sprites around automatically  Create interaction between sprites  Use co-ordinates and random numbers to set start position of sprites  Use variables and scripts to allow scoring and countdown  Use backgrounds built into Scratch  Making autonomous sprites
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Scratch 2.0 Lesson 2 Create Packman Style Game

Scratch 2.0 Lesson 2 Create Packman Style Game

This is a 12 page booklet for the students to follow to create a Packman Style Game . It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Learning Objectives You will understand how to: • Delete, resize and draw new sprites • Draw new costumes and use them to animate a sprite • Control the movement of a sprite using arrow keys • Design a maze on the stage • Make sprites interact with the background by using colours • Make sprites start in a pre-set starting position using co-ordinates • Make objects disappear and reappear in a random position • Create variables to set up scoring in the game • Make an autonomous sprite chase the sprite controlled by the player
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GCSE Encryption

GCSE Encryption

GCSE Encryption This covers encryption for GCSE. There are 2 PowerPoint files fore the teacher to go through the lessons There is also a worksheet for the students to complete Objectives: • Basic Encryption terminology • How to encrypt a simple message • How to decrypt a simple message • What a Public Key is (D) • How a Private Key works (C) • Evaluate the security of this system (A)
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Scratch 2.0 Lesson 3 – Underwater Game

Scratch 2.0 Lesson 3 – Underwater Game

This is a 16 page booklet for the students to follow to create a underwater game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Lesson 3 – Underwater Game Learning Objectives You will understand how to: • Import sprites • Edit costumes of sprites given in Scratch • Animate sprites using scripts • Control the movement of sprites using the arrow keys • Create scripts that move sprites around automatically • Create interaction between sprites • Use co-ordinates and random numbers to set start position of sprites • Use variables and scripts to allow scoring and countdown • Use backgrounds built into Scratch • Making autonomous sprites
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Scratch 2.0 Lesson 1 Create a game

Scratch 2.0 Lesson 1 Create a game

Create a game This is a 16 page booklet for the students to follow to create a game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Learning Objectives You will understand how to: • Create a simple script that animates the sprite automatically • Create a script that allows the user to control the movement of the sprite using the arrow keys • Combine the different scripts to work together on the same sprite • Make the sprite reverse direction • Edit the stage using the Paint Editor facility within Scratch • Make the sprite react to the background • Import a new sprite from the ones available within scratch • Create and edit new costumes for an existing sprite • Create a simple script that move the sprite automatically • Create variables to set the score and the countdown • Set a sprite to start in a certain position • Save your work You will understand: • What Scratch is and what it does • The main parts of Scratch interface • What decomposition and how it is used
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Input and Output devices

Input and Output devices

Input and Output devices This is a 36 page PowerPoint about input and output devices. The students can go through this at their own pace. Objectives: • Be able to explain what input and output devices are: • Be able to identify input and output devices • Consider the uses of input and output devices
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Microbit lessons

Microbit lessons

This is a complete module for Microbit. It includes 4 PowerPoint files, one for each lesson. It covers: Lesson 1: What is a Micro:bit How to use it Rules and regulations Lesson 2: Create a basic program Applying code to show a picture Insert a program into micro:bit Also includes a help sheet for students Lesson 3: Understand the purpose of an input Applying inputs to a program Lesson 4: Revise the purpose of an input Understand the use of the compass Apply the compass in a program Also includes a help sheet for students
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Create an animation in Flash

Create an animation in Flash

Use Adobe Flash Player to create an animation in flash This lesson comes with a Word document for the students to follow, the required image, as well as the completed Flash animation. Lesson objectives: Understand How to make a simple animation The purpose of Flash software
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Scratch 2.0 6 Lessons

Scratch 2.0 6 Lessons

Scratch 2.0 6 Lessons All the resources you need to run scratch in your class. All six lessons have lesson plans, as well as the documents for the students to follow at their own pace.
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Computing / ICT KS 2/3 Create a PowerPoint time capsule

Computing / ICT KS 2/3 Create a PowerPoint time capsule

Computing / ICT KS 2/3 Create a PowerPoint time capsule This is a 22 page pdf unt of work with 9 hours of lesson plans. This includes the lesson plan, all templates and completed samples for this unit, as well as all learner support material. This can be easily adapted to suit just about any topic. This is a 22 page unit of work on how to create a time capsule using Microsoft PowerPoint, but can be used in Google Slides as well. (9 hours of lesson plans ) This includes the lesson plan and completed samples for this unit.
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Mail Merge Office 2010  Book 1

Mail Merge Office 2010 Book 1

Mail Merge Office 2010 Book 1 This is a 7 page booklet for the students to use to create a mail merge with instructions and screen shots for ease of use. Mail merge is an important business tool allowing you to add personalised details into a standard message. Most posted letters and bills are created by using mail merge. Everything from utility bills to party invites can be personalised using mail merge. In this exercise you will learn how to: 1. Create a simple database within Word 2. Change the field names from the standard ones given in Word 3. Combine that database with a letter 4. Create a mail merge
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Mail Merge Office 2010  Book 4

Mail Merge Office 2010 Book 4

Mail Merge Office 2010 Book 4 This is a 4 page booklet for the students to use to create a mail merge with instructions and screen shots for ease of use. When you use mail merge it is often easier to use an existing data source. Word can work with a range of data sources including Excel spreadsheets, Access databases, text files and comma separated value files In this exercise you will learn how to: 1. Use an Excel file as a data source outside of Word to create a mail merge
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ECDL Week 2 Video

ECDL Week 2 Video

ECDL Week 2 Video Complete ECDL week 2 video on how to teach ECDL. The nice thing about this video is that your students can watch it and do the assignment. You as a teacher are not involved in the actual teaching. It gives you the freedom to assist other students if they need help!!
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ECDL Week 4

ECDL Week 4

ECDL Week 4 Complete ECDL week 4 video on how to teach ECDL. The nice thing about this video is that your students can watch it and do the assignment. You as a teacher are not involved in the actual teaching. It gives you the freedom to assist other students if they need help!!
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Mail Merge Office 2010  Book 2

Mail Merge Office 2010 Book 2

Mail Merge Office 2010 Book 2 This is a 6 page booklet for the students to use to create a mail merge with instructions and screen shots for ease of use. In this exercise you will learn how to: 1. Use an existing database to set up a new mail merged letter 2. Select specific records for merging 3. Change other default settings when merging
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Mail Merge Office 2010  Book 3

Mail Merge Office 2010 Book 3

Mail Merge Office 2010 Book 3 This is a 7 page booklet for the students to use to create a mail merge with instructions and screen shots for ease of use. Mail merge is used for tasks where many copies of a document must be made each one having slightly different personal details such as standard letters that need to be individually addressed. In this exercise you will learn how to: 1. Add new field names and change the standard ones given in WORD. 2. Insert your new field names into the text of a letter.
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Mail Merge Office 2010  Book 5

Mail Merge Office 2010 Book 5

Mail Merge Office 2010 Book 5 This is a 6 page booklet for the students to use to create a mail merge with instructions and screen shots for ease of use. Mail merge is an important business tool which allows specific potential customers to be targeted with specific mail. This is much more efficient and cheaper than sending the same letter to everyone. In this exercise you will learn how to: 1. Use an existing source to create mail merged labels 2. Select specific records for merging 3. Use rules to obtain further personalisation of a mail merge.
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