Welcome to my TES shop! I am a subject leader for ICT & Computer Science, creating and sharing resources to support teachers in delivering ICT, Computer Science, Computational Thinking and the Digital Competence Framework. For more resources, visit robbotresources.com
email: robbotresources@outlook.com
Welcome to my TES shop! I am a subject leader for ICT & Computer Science, creating and sharing resources to support teachers in delivering ICT, Computer Science, Computational Thinking and the Digital Competence Framework. For more resources, visit robbotresources.com
email: robbotresources@outlook.com
This bundle includes both my year 7 and year 8 Computer Systems units of work!
What you will learn within the year 7 unit of work:
To show understanding of the difference between input and output devices with suitable examples.
To understand the difference between internal and external devices with suitable examples.
To describe the different types of storage: Magnetic, Optical and Solid State.
To understand the role and purpose of the CPU and the relationship with RAM (Fetch-Execute Cycle).
To show an understanding of an embedded system including suitable examples.
What you will learn within the year 8 unit of work:
Explain factors affecting CPU performance.
Clock Speed
Cache Size
Number of Cores
RAM, ROM and Virtual Memory – understanding of differences between volatile and non-volatile memory.
Explain factors affecting secondary storage.
Cost
Capacity
Speed
Portability
Understand the Fetch – Execute Cycle.
Both units of work include a range of information and activities to develop student knowledge and understanding of computer systems.
Knowledge organisers, revision sheets and final assessments are also included.
Teacher answer powerpoints for both units of work are also included.
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Computer Science: Introduction to Networks for KS3 students
The aim of this unit of work is to introduce KS3 students to computer networks. Within this unit of work, students will learn the following:
What will you learn?
To understand what is meant by a Local Area Network (LAN).
Hardware required
Methods of connection (WiFi & Ethernet cable)
To understand what is meant by a Wide Area Network (WAN).
Methods to connect (GPRS, mobile, telephone cables & satellite).
To understand how peripheral devices can connect to a computer system using a Wireless Personal Area Network (WPAN).
Methods to connect (Bluetooth).
Understand the following methods of keeping you computer secure on a computer network:
- Firewall
- Anti-malware
- Passwords
- Encryption
This unit of work includes a range of information and activities to develop student knowledge and understanding of computer systems.
Please note two practical activities require the use of rope to create a human networks!
A final assessment is also included.
Teacher answer PowerPoint also included.
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This package includes all my top selling Excel resources including How2Excel, an introductory guide to the use of Excel and Excel Dino Park, where you’re put in charge of the finances and budget of your own dinosaur Park!
Also included within the bundle:
How to create an interactive spreadsheet
Excel sport tournament planner (includes some really useful ranking techniques to create live changing league tables.
Teach your students how to use Excel through Dino Park!
Students have been given a budget of £100,000,000 to build their park. They need to consider what dinosaurs they want to buy, how much space they will need, what facilities they require, staffing costs and ticket price.
Excel Dino Park teaches you how to use functions and formulas through a series of engaging and interactive tasks which are differentiated to support a range of abilities.
Skill that you will learn include:
Add Raw data
Create a graph
Title a graph
Formatting data
Make arithmetic calculations using Excel
Data validation (Drop down menus)
Lookup formulas
Use cell referencing in formulas
Format graphs
Cross worksheet referencing
Advanced arithmetic calculations (nested)
Use absolutely relative cell referencing
Adding messages to data validation
Efficient calculations (autosum)
Conditional formatting
Advanced graph formatting
IF formulas
Linking IF formulas and conditional formatting
The clear explanations and step by step nature make it ideal for KS3 classes, but it is also suitable for ECDL, GCSE and beyond!
Use alongside RobbotResources’ How2Excel’ workbook for a comprehensive understanding of how confidently use Excel!
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This whole unit of work includes all my Introduction to Python Programming lessons within one bundle! Includes:
Part 1: Print Statements, Data Types and Mathematical Calculations
Part 2: Variables
Part 3: Comments
Part 4: Selection
Part 5: Lists and Arrays
Part 6: Manipulating String
Part 7: Looping
Each resource includes differentiated activities to consolidate learning as well as final unit challenges to assess understanding.
Save 40% when purchasing all these resources together!
This huge bundle includes all my key stage 3 computer science units of work as well as knowledge organisers and revision sheets to help prepare your students for their final assessments (all included).
Full solutions are also included.
This bundle contains:
Computer Systems - Year 7
Computer Systems - Year 8
KS3 Networks
Computational Thinking for KS3
Algorithm Design - Year 7
Algorithm Design - Year 8
Data Representation - Year 7
Data Representation - Year 8
Also includes knowledge organisers and revision sheets and starter activities!
Purchase all these resources within this bundle and you will save over 25% individual resource price!
Computer Science || Command Word Poster Set
Upgrade your classroom wall displays with this fantastic poster set! Use the poster set to review your students grasp of command words specifically used within Computer Science based exam questions.
The following command words are covered:
Tick
Calculate
Explain
Describe
Identify
State
Name
Give
Compare
Complete
Show
Draw
Convert
Simplify
Within sets of three, each question includes an explanation of the question, an example exam question and a model answer (with marking annotation).
Created as hexadecimals, the poster set can be placed as creatively as you are!
Note: Each hexadecimal poster section will need cutting out individually.
"There are 10 kinds of people in the world; those who understand binary numbers… and those who don’t!"
Alongside understanding the joke above(!), KS3 Computer Science: Data Representation - Year 7 will teach your students the following:
Explain why a computer uses binary.
To be able to identify the number of bits in different units of data e.g. Bit, Nibble, Byte, Kilobyte, Megabyte, Gigabyte, etc.
To explain the difference between ‘base 2’ and ‘base 10’ numbering systems.
To be able to convert binary into denary and vice versa.
Explain how characters are stored in the ASCII character set.
Your students will learn this information through a variety of clearly presented instructions as well as a range of tasks and activities designed to consolidate learning.
This unit of work also includes a final assessment.
Full teacher solutions also included!
Before completing this unit of work, it is recommended that your students complete Computer systems for year 7 so they have an understanding of the different hardware components of a computer.
Develop your students problem solving skills with this resource! Learn about and break codes used across the ages including:
Caeser Cypher
Polybius Square
Pigpen Cypher
Braille
Morse Code
Also learn about how cryptanalyst Alan Turing shortened the length of World War II and saved millions of lives in the process!
Includes both student PowerPoint work book and Teacher solutions. Final consolidation exercise includes differentiated challenges!
Computer Science || Data Conversion Poster Set
Unlock the world of data conversion with my exclusive four poster set!
Dive into the realm of data transformation as my visually stunning posters guide you through the process in three simple steps!
Data conversion techniques include:
Binary to decimal
Decimal to binary
Hexadecimal to binary
Binary to hexadecimal
A must have for all GCSE Computer Science teaching rooms!
This short unit of work introduces year 7 students to the basic concepts of algorithm design. Students will learn the following:
Understand that an algorithm is a set of instructions used to solve a problem.
Use both flowchart and pseudocode to design an algorithm.
Learn the following algorithm design techniques;
Sequence
Selection
Understand Boolean statements such as <, > and = and know when to apply them within an algorithm.
Understand how to use variables to store information for later use within an algorithm.
This resource includes a range of clearly presented explanations as well as a range of structured tasks to help your students practice their skills.
It is recommended that students first complete the Computational Thinking for KS3 unit of work in order to develop a basic understanding of both computational thinking and algorithms.
This unit of work also includes a final assessment.
Full teacher solutions also included!
Part 5 of a 7-Lesson Series: Mastering Lists in Python
Expand your Python programming toolkit with Part 5 of this engaging series! In this lesson, you'll dive into working with arrays—known as lists in Python—and discover how to:
Create and use lists to organise data.
Edit lists using a variety of powerful Python functions.
What to Expect:
With step-by-step explanations and practical examples, this lesson makes learning lists straightforward and enjoyable. You'll develop your skills through tasks supported by:
Clear written instructions.
Scaffolded programming solutions
Visual aids such as flowcharts and pseudocode to enhance understanding.
Differentiated Challenges for Every Level:
Whether you're a beginner or looking for a challenge, Rob-Bot Resources’ Rookie, Pro, & Beast leveling system ensures there's something for everyone:
Start with Rookie tasks to get comfortable with list basics.
Progress to Pro tasks to deepen your understanding.
Tackle Beast scenarios for advanced problem-solving practice.
Once you've completed the practice tasks, put your knowledge to the test with differentiated programming challenges. Full coding solutions are provided, making this resource perfect for independent learning.
Ideal for KS3 and KS4 classes, this lesson will help students develop essential programming skills while boosting their confidence.
Ready to organize your data like a pro? Start mastering lists in Python today!
Your feedback is important to us—please leave a review! :)
Part 4 of a 7-Lesson Series: Making Decisions in Python
Take your Python skills to the next level with Part 4 of this engaging series! In this lesson, you'll learn how to make your programs more dynamic by introducing decision-making. Discover how to:
Use logic and Boolean operators to check conditions.
Write simple if statements to control your program's flow.
Handle multiple outcomes using else and elif.
What to Expect:
This lesson features clear, step-by-step explanations designed to build your confidence. Practice your skills with tasks supported by:
Comprehensive written instructions and scaffolded programming solutions.
Visual aids like flowcharts and pseudocode to simplify learning.
Differentiated Challenges for Every Level:
Work at your own pace with Rob-Bot Resources’ Rookie, Pro, & Beast leveling system:
Begin with Rookie tasks to master the fundamentals of decision-making.
Advance to Pro tasks for more complex scenarios.
Push your limits with Beast scenarios that test your problem-solving skills.
Once you’ve mastered the basics, apply your knowledge with differentiated programming challenges to cement your understanding. All tasks and challenges include complete coding solutions for independent learning.
Perfect for KS3 and KS4 classes, this lesson empowers students to create smarter, more versatile programs.
Ready to take control of your programs? Learn how to make decisions with Python today!
Your feedback helps us improve – please leave a review! :)
Introduction to Programming with Scratch
Part 2: Selection
This resource is the second in a series of five lessons that introduces students to the concepts of programming in Scratch.
This resource is perfect for introducing students to the critical programming concept of selection. Designed for KS3 learners, this resource combines a teacher PowerPoint with a student workbook, offering clear theoretical explanations followed by engaging, hands-on Scratch activities. By using real-world examples and interactive coding tasks, students learn how to make decisions in programming using if-else statements, logic operators, and user inputs.
What’s Included?
Teacher PowerPoint:
Engaging slides with step-by-step instructions to teach the concept of selection.
Interactive starter activity (Guess Who?) to introduce the decision-making process.
Visual aids and real-world analogies to explain logic operators and conditional statements.
Student Workbook:
Guided activities aligned with the PowerPoint, ensuring a seamless learning experience.
Sections for students to document their understanding and evidence their coding progress with screenshots.
Advanced challenges and extensions to stretch learners’ skills further.
Practical Scratch Programming Tasks:
Task 1: You Shall Not Pass(word) – Students create a password-protected program using conditional logic.
Task 2: Let’s Get Quizzical – Develop a quiz using logic operators to process user inputs.
Task 3: Bounce – Use conditional statements to control sprite behavior.
Task 4: Bubble Pop! – Debug and fix a broken game using knowledge of selection.
Task 5: Who Wants to Be a Millionaire? – Combine sequencing and selection to build a full quiz game.
How This Resource Supports Educators
Simplifies Complex Concepts:
Detailed explanations and visuals break down the concept of selection, making it accessible for all teachers, including those teaching outside their specialism.
Engages Students with Interactive Learning:
By blending theory with practical Scratch tasks, students actively apply what they learn, fostering deeper understanding and retention.
Supports Differentiated Learning:
The range of tasks accommodates different abilities, from foundational understanding to advanced problem-solving.
Promotes Key Skills:
Helps students develop computational thinking, debugging skills, and logical reasoning—essential for progressing in programming.
Why You Will Love It!
This resource is a complete teaching package that saves time while delivering engaging, high-quality content. It bridges the gap between abstract concepts and practical application, making it easier for you to inspire confidence and creativity in your students.
Take the stress out of teaching programming and empower your students to master decision-making in code. Download this resource today and bring the concept of selection to life in your classroom!
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Within KS3 Computer Science: Data Representation - Year 8, your students will recall and build upon understanding developed within Data Representation for Year 7 and learn the following:
To recall binary and denary conversion techniques from year 7.
To be able to add two binary numbers using binary addition and understand the term overflow error.
Understand the use and purpose of ASCII and Unicode character sets.
Understand how images are stored on a computer.
Understand the relationship between resolution, colour depth and file size.
Recap the terms ‘Base 2’ and ‘Base 10’ number systems.
To apply understanding to the use of Hexadecimal (base 16).
Your students will learn these concepts through a range of clearly presented explanations and a range of tasks and challenges to consolidate learning.
This unit of work also includes a final assessment.
Full teacher solutions also included!
Before completing this unit of work, it is recommended that your students complete Data Representation for Year 7 and Computer Systems for Year 8 so they have an understanding of the different hardware components of a computer.
Ideal to support the delivery of GCSE, BTEC and ECDL ICT courses!
If you like the quality of my other resources, you won't want to miss this!!!
A comprehensive guide on a broad range of differentiated Excel skills which include;
Data Types: Raw, Changing Type, Relative & Absolute Cell Referencing
Formatting: Cells, Colours, Font & Borders
Basic Arithmetic Formulas: Simple arithmetic (+ - * /), Relative & Absolute Formulas, Common Errors
Functions: SUM, AVE,MIN, MAX, COUNT, COUNTA, ROUND
Advanced Functions: BOOLEAN (< > =), COUNTIF, IF, Nested IF, LOOKUP, CONCATENATE
Applying Cell Referencing
Validation Rules: Including Drop Down Lists
Using Table Filters
Creating Graphs and Charts
Conditional Formatting
Creating Macros
Each skill includes a tutorial and a task to show you how to apply it.
There are also two consolidation exercises which require the application of a range of skills learned within the tutorials. These include;
Create an Interactive Spreadsheet
Dream Team Generator
A checklist at the start of the workbook allows you to keep track of your progress.
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The following quiz is based upon the four parts of Computational Thinking: Decomposition, Abstraction, Pattern Recognition and Algorithm Design.
The quiz includes 8 questions including definitions and scenarios to test your students understanding of Computational Thinking.
Ideal to use as either a starter or plenary! Give students a mini white board and marker pen for instant feedback!
Also includes a Computational Thinking Recap slide prior to the quiz itself.
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This unit of work introduces students within KS3 to the concepts of computational thinking by helping Rob-bot the robot make a jam sandwich. Through the activity, students will learn about decomposition, pattern recognition, abstraction and algorithm design (through both basic flowcharts and pseudo code). They will also lean about the importance of debugging their algorithms.
The duration of this work usually takes between 2-3 hours to complete, so is perfect as an introductory unit to computational thinking and programming.
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Download my poster which includes example task ideas on how to apply computational thinking problem solving skills to Art. The poster includes a range of tasks and classroom ideas that use key computational thinking skills!
Computational Thinking is a skill set that can be used across the curriculum, not just within computer science! The logical approach to solving a problem means that it’s application can be used to develop and improve students ability to deal with difficult problems in a more rational way. The aim of my posters is to make you realise that many of the brilliant tasks that teachers facilitate week in, week out actually include computational thinking. It’s just a matter of making it more explicit!
Update: High Resolution 2560x1440 in both PNG & JPEG
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Included in pack - PDF and PPT versions.
Includes;
Procedures, Functions, IF then Else statements
Loops (Repeat, Forever, Forever IF)
Getting around (Moving jumping techniques)
Game based (Scoring, collecting objects, timers)
Scratch specific techniques (Broadcasting, variables, costumes)
Bouncing off things (edge of screen, walls)
Creating a scrolling background
Ideal for KS3, but also suitable for KS2.
Also includes flowchart diagrams to help explain the concept of the programming.
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