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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: carl@robbotresources.com

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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: carl@robbotresources.com
KS3 Computer Science:  Algorithm Design - Year 8
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KS3 Computer Science: Algorithm Design - Year 8

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KS3 Computer Science: Algorithm Design - Year 8 recaps and builds upon the basic understanding of algorithm design learned within Algorithm design for Year 7 and allows your students to 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. To recap the following algorithm design techniques Sequence and Selection. To understand the following data types: Character String Real Integer Boolean To learn how to use looping to write repeatable sequences of code. To apply understanding into subroutine challenges. To understand different types of errors that can occur while writing algorithms (Syntax, Logic and Runtime) and methods used to identify them. 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 Algorithm Design - Year 7 and 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!
GCSE 9-1 Computer Science: Searching Algorithms
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GCSE 9-1 Computer Science: Searching Algorithms

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Within this unit of work, your students will learn to: To understand different methods of searching data within an array: Linear search Binary search Explain how both methods work. To identify advantages and disadvantages of using both techniques. Students will learn about how both searching methods work through clearly presented explanations, pseudocode, diagrams and animations. Students will develop and consolidate their understanding through a range of tasks and activities including the creation of searching algorithms using Python. Although this unit of work has been created following the AQA GCSE 9-1 Computer Science specification, it is applicable to anyone who wants to learn about searching algorithms. Recommended prior learning: KS4 Algorithm Design (Sequencing, Selection & Iteration): https://www.tes.com/teaching-resource/gcse-9-1-computer-science-ks4-algorithm-design-12044669 Data Types: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-data-types-12047021 Arrays: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-arrays-12044694 Subroutines: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-subroutines-12047070
Computational Thinking: Code Breaking
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Computational Thinking: Code Breaking

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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!
GCSE 9-1 Computer Science: Algorithm Design - Trace Tables
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GCSE 9-1 Computer Science: Algorithm Design - Trace Tables

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Learn how to record information onto trace tables with this great resource! Within this unit of work students will learn: What a trace table is and how they are used. How a trace table is used to record changes using the following algorithm techniques; * Sequence * Selection * WHILE loop * FOR loop * REPEAT loop * Arrays There are a range of different trace table activities to complete, with solutions also included! **It is recommended that students complete the following units prior to attempting this unit of work: GCSE 9-1 Computer Science: KS4 Algorithm Design GCSE 9-1 Computer Science: Arrays**
GCSE 9-1 Computer Science: Sorting Algorithms
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GCSE 9-1 Computer Science: Sorting Algorithms

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Within this unit of work, your students will learn to: Understand different methods of sorting data within an array: - Bubble sort - Merge sort Explain how both methods work. Identify advantages and disadvantages of using both techniques. Students will learn about how both sorting methods work through clearly presented explanations, pseudocode, diagrams and animations. Students will develop and consolidate their understanding through a range of tasks and activities including the creation of sorting algorithms using Python. Although this unit of work has been created following the AQA GCSE 9-1 Computer Science specification, it is applicable to anyone who wants to learn about sorting algorithms. Recommended prior learning: KS4 Algorithm Design (Sequencing, Selection & Iteration): https://www.tes.com/teaching-resource/gcse-9-1-computer-science-ks4-algorithm-design-12044669 Data Types: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-data-types-12047021 Arrays: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-arrays-12044694 Subroutines: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-subroutines-12047070
Digital Competence Framework for Primary Years
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Digital Competence Framework for Primary Years

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Rob-bot Resources presents a complete guide to support primary school teachers in the delivery of the Digital Competence Framework (DCF) in Wales. Following the Donaldson Report (2015), the need to improve digital competency within students across Wales was identified as being as important to the development of students as literacy and numeracy. This document provides practical solutions as to how primary teachers of years 3-6 can confidently deliver these requirements across a broad range of subjects. Where possible I have included “unplugged” solutions, i.e those that don’t require a computer to fulfill the requirements, so that teachers of all backgrounds can feel confident in the delivery of the framework. ***Please leave a review! ***
Excel Dino Park
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Excel Dino Park

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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! ************************Please leave a review!*************************
How2Excel: A guide to understanding Excel spreadsheet software
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How2Excel: A guide to understanding Excel spreadsheet software

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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. ***Please Leave a Review!***
Create a Python Text Adventure || Part 2: Design your text adventure
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Create a Python Text Adventure || Part 2: Design your text adventure

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Create a Python Text Adventure || Part 2: Design your text adventure Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game. Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 2, students will be introduced to a typical game development lifecycle and start by planning and designing their text adventure game. Students will need to consider target audience, challenges and context of the adventure. Once completed, students will create a layout of their game world and build up the necessary details within it.
Create a Python Text Adventure || Part 3: Create a Prototype
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Create a Python Text Adventure || Part 3: Create a Prototype

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**Create a Python Text Adventure || Part 3: Create a Prototype Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.** Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 3, students will use their design work from Part 2 to create a prototype of their text adventure game through the use of PowerPoint. Users should be able to navigate through the student’s text adventure world and see how each location is connected.
Create a Python Text Adventure || Part 1: Introduction to text adventure games
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Create a Python Text Adventure || Part 1: Introduction to text adventure games

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Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game. Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 1, students are introduced to text adventure gaming, research existing games and gain understanding of what would make a good text adventure game.
Create a Python Text Adventure || Part 4: Inputs, Outputs and Storage
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Create a Python Text Adventure || Part 4: Inputs, Outputs and Storage

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**Create a Python Text Adventure || Part 4: Inputs, Outputs and Storage Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.** Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 4, students will start to create their text adventure games. Through Python, students will be introduced to basic programming concepts such as outputting written information, allowing a user to input information and storing information in a variable.
Create a Python Text Adventure || Part 6: Selection
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Create a Python Text Adventure || Part 6: Selection

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**Create a Python Text Adventure || Part 6: Selection Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.** Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 6, students will learn how to use selection techniques to help the user navigate their text adventure world.
Create a Python Text Adventure || Part 5: Subroutines
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Create a Python Text Adventure || Part 5: Subroutines

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**Create a Python Text Adventure || Part 5: Subroutines Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.** Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 5, students will learn how to create subroutines and use them to host each location within their text adventure world.
Create a Python Text Adventure || Part 7: Arrays
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Create a Python Text Adventure || Part 7: Arrays

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**Create a Python Text Adventure || Part 7: Arrays Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.** Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 7, students will learn how to use arrays to hold collectable itinerary items. Students will learn techniques which will allow a player to both collect and use items within their text adventure game.
Create a Python Text Adventure || Part 8: Iteration
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Create a Python Text Adventure || Part 8: Iteration

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**Create a Python Text Adventure || Part 8: Iteration Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.** Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 8, students will learn how to use both count controlled and condition controlled iteration and apply both techniques within their text adventure games.
Create a Python Text Adventure || Part 9: Game Development
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Create a Python Text Adventure || Part 9: Game Development

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**Create a Python Text Adventure || Part 9: Game Development Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.** Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 9, students will learn how to develop their games further by using techniques such as random number generation to create random events or to collect random objects, the time module to create a typing text effect and methods for creating ASCII art.
Create a Python Text Adventure || Part 10: External File Handling
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Create a Python Text Adventure || Part 10: External File Handling

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**Create a Python Text Adventure || Part 10: External File Handling Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.** Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure! Within the full course, students will learn the following skills: Part 1: Introduction to text adventure gaming Part 2: How to design a text adventure game Part 3: Creating a prototype text adventure Part 4: Programming techniques - Inputs, Outputs & Storage Part 5: Programming techniques - Subroutines Part 6: Programming techniques - Selection Part 7: Programming techniques - Arrays Part 8: Programming techniques - Iteration Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art) Part 10: Programming techniques - External file handling Within Part 10, students will learn how to read, store and write information to and from external text files. This will then be applied to their text adventure games, allowing them to save a players itinerary items and return them to their itinerary when they return to the game.
Rob-Bot! The Computational Thinking Card Game!
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Rob-Bot! The Computational Thinking Card Game!

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Rob-Bot! is a fun and exciting card game that also helps develop your Computational Thinking skills! Rob-Bot! consists of a pack of 57 playing cards, each of which contains 8 different characters or objects (there are 57 characters and objects to find in total). Each card contains one character or object which matches to one in every other card in the pack. Normal game (2-4 players) Deal out all the cards. The player to the left of the dealer starts by placing down their card The other player(s) must identify a character or object that is both on the card that has been placed down and their own card. Once identified, the player must state which character or object is the same and place down the card. The player who gets rid of cards the first wins. How does Rob-Bot! develop Computational Thinking skills? Decomposition: Identifying specific characters and objects on the cards. Pattern Recognition: Searching for and finding the same character or object on your card and the card in play. Abstraction: Dismissing and filtering out characters and objects on your card that don’t match those on the card in play. Algorithm Design: Develop and refine the technique of searching for and identifying the matching characters and objects. Use Rob-Bot! to develop keywords in the following topic areas: Computational thinking Computer systems Networks Algorithm design Embedded systems Logic gates Malware This resource includes a PDF which includes all the cards and instructions on how to print. Suitable for ages 6+
KS3 Computer Systems Bundle
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KS3 Computer Systems Bundle

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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. **Please leave a review!