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
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**
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!
This bundle includes both my comprehensive Sorting and Searching Algorithms units of work.
Within Sorting Algorithms, your students will learn how 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.
Within Searching Algorithms, 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 sorting and searching techniques 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 algorithms using Python.
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
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!
This resource includes two different packs:
Questions Pack
The questions pack includes a range of practice 9 and 12 mark exam questions which cover topics found within all major GCSE computer science specifications including:
Cyber Security
Mobile Technology
Wireless Networking
Cloud Storage
The Theft of Computer Code
Wearable Technologies & Implants
Privacy and Data Protection
An additional 10 questions are also included and cover the following topics:
Artificial Intelligence
Autonomous Vehicles
Businesses and Services
Environmental Issues
The Digital Divide
What3Words
Facial Recognition Technology
Social Networking
Social Media Addiction
Fake News
Each question includes the following:
Planning activities
Answer structure guidance
Mark scheme
This pack also includes information on how to tackle long answer questions.
Topics Pack
This includes information which covers a wide range of topics associated with the impact and risks of digital technology on society.
Each question within the questions pack is covered with a range of information which includes benefits, and environmental, ethical and legal & privacy concerns.
**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.
Ultimate Scratch Programming Bundle: From Basics to Game Development!
Take your students on a complete journey through programming with this comprehensive bundle, combining the Introduction to Programming with Scratch series and the exciting Game Design Unit.
This all-in-one resource equips learners with essential coding skills and culminates in a creative, real-world project where students become junior game developers for Scratchy Studios.
Perfect for KS3 learners, this bundle delivers everything needed to build confidence, foster computational thinking, and inspire a love for coding.
What’s Included?
Introduction to Programming with Scratch Lessons
Sequencing: Learn the importance of running instructions in the correct order.
Selection: Master decision-making with if-else statements and logic operators.
Variables: Discover how to store, update, and retrieve data dynamically.
Iteration: Simplify code with loops to perform repeated actions efficiently.
Debugging: Detect and fix errors, ensuring programs run smoothly.
Game Design Unit
Build on the foundational skills learned in the introductory lessons by designing and creating a fully functional Scratch game.
Includes concept development, game planning, coding, testing, and debugging to complete a professional-style project.
Teacher PowerPoints
Professional slides to guide lesson delivery for each concept and the game design project.
Includes detailed explanations, real-world examples, and engaging starter activities.
Student Workbooks
Scaffolded worksheets to support every stage of learning, from coding basics to game design.
Space for students to document progress, evaluate their work, and showcase their creativity.
Practical Scratch Tasks
Links to interactive Scratch projects that reinforce each programming concept and allow students to apply their skills immediately.
Why You Will Love It!
All-in-One Solution:
Combines foundational lessons with a capstone project, providing a complete programming curriculum.
Engaging and Accessible:
Designed for all learners, from beginners to those ready for advanced challenges.
Scaffolding ensures even non-specialist teachers can deliver high-quality lessons.
Real-World Application:
Framed within the Scratchy Studios storyline, students experience programming in a meaningful and creative context.
Time-Saving:
Fully prepared resources save hours of planning while offering professional-quality content.
Key Learning Outcomes
By completing this bundle, students will:
Master core programming concepts: sequencing, selection, variables, iteration, and debugging.
Apply their skills to design and develop a fully functional game in Scratch.
Gain confidence in problem-solving and computational thinking.
Give your students the ultimate programming experience with this complete Scratch bundle! From mastering the basics to designing their first game, this resource is all you need to inspire the next generation of coders. Download today and start the journey!
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This bundle combines all my KS3 focused computational thinking resource. This bundle includes the following resources:
1. Computational thinking for KS3
2. Computational thinking problem solving
3. Application of computational thinking - create an interactive story
4. Computational thinking classroom ideas posters
This unit of work introduces students (I use this with year 7) to the concepts of computational thinking and logical thinking. It is split into three fully differentiated sections:
1. Design an interactive story using a flowchart to identify the key decision points within your story.
2. Create an interactive story using PowerPoint, hyperlinking the slides to the correct locations.
3. Test and evaluate your story and make improvements where required.
I have included some slides to provide additional assistance, for example hyperlinking auto shapes, removing the on mouse click advancements, etc.
Alongside developing computational thinking skills, this unit is also an opportunity for students to develop their graphic design skills.
I have also included an example interactive story so students can get an idea of what they could create themselves, while considering what they could make even better themselves.
This resource is a perfect continuation from my Introduction Computational Thinking for KS3 resource!
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Purchase my three comprehensive guides to computational thinking in one bargain package!
Includes:
Computational thinking for KS3
Computational thinking for KS4
Problem Solving for KS3
Also includes my popular poster resources to help promote computational thinking within your classroom!
Within this unit of work, students will learn how to apply the concepts of computational thinking to a range of different problem solving puzzles. The resource is split into four sections;
1. Computational thinking puzzles - a range of different types of puzzles which encourage students to apply the concepts of computational thinking to solve them. Puzzles include mazes, word ladders and even a game of draughts (or checkers)!
2. Logic Gates - students will need to solve the logic gate puzzles to identify if the output is on (1) or off (0) dependent on the gate sequences. This also helps develop Boolean decision making through the use of AND, OR & NOT gates which produce a TRUE (1) or FALSE (0) output.
3. Flowchart puzzles - students need to work out the correct answers to the questions asked dependent on the input information and the flowchart conditions set. Flowcharts include the use of algebra variables which can help support mathematics students.
4. Pseudo code puzzles - students need to read through the pseudo code algorithms and demonstrate their understanding by answering the questions asked. Pseudo code sequences include the use of algebra variables which can help support mathematics students.
Each puzzle is given a score. Once complete students check their answers and work out their overall scores and place them in the grid provided. They then compare this with the overall levels to find their overall level: Rookie, Pro or Beast! This can then be used within assessment to see if students are performing at, below or above expected levels.
Pack includes a student PowerPoint resource to complete and answers for each puzzle.
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This versatile resources is aimed to develop your GCSE Computer Science retrieval skills and practice a range of fundamental skills which consistently appear within GCSE Computer Science exams. This resource is an ideal revision activity and includes a pack of 10 activity sheets within both PowerPoint and PDF format.
I have included three different versions:
Student pack - activity sheets only
Teacher pack - answers (with explanations) only
Student self assessment pack - both activity and answers
Skills covered include:
ASCII conversion
Understanding binary and hexadecimal values
Binary, denary and hexadecimal conversion
Huffman coding
Binary addition
Memory size conversions
These activities can be used as classroom starters, homework or as main classroom activities.
It is recommended that these activities are used to practice and assess students ability to perform these skills, not as an introduction.
Please leave a review!!!
Part 1 of a 7-Lesson Series: Master Python Programming
Dive into the exciting world of Python programming with Part 1 of this comprehensive, beginner-friendly series, you will:
Learn to output information with the print function.
Understand and use two essential data types: strings and integers.
Perform mathematical calculations on both types of data.
What to Expect:
Each concept is clearly explained, with step-by-step guidance to help you build confidence in your programming skills. You'll reinforce your learning through easy-to-follow tasks featuring:
Written instructions.
Visual aids like flowcharts and pseudocode.
Differentiated Challenges for Every Level:
This series uses Rob-Bot Resources’ unique Rookie, Pro, & Beast leveling system:
Start with Rookie tasks to master the basics.
Advance to Pro challenges to deepen your understanding.
Push your limits with Beast scenarios designed to test your skills.
When you're ready, put your knowledge to the test with our differentiated programming challenges. Solutions for all tasks and challenges are included to support independent learning.
Perfect for KS3 and KS4 classes, this resource ensures every learner can progress at their own pace while staying engaged and motivated.
Ready to level up your Python skills? Start your journey today!
Don’t forget to leave a review – your feedback helps us improve! :)
This comprehensive resource covers all the key areas of study for Computer Science, with particular focus on the AQA exam board, however, the concepts are applicable to all. This resource contains a comprehensive range of keywords and terms as well as definitions, explanations and diagrams to support student understanding within the following areas of the curriculum:
Computational Thinking
Algorithm Design
Data Types
Programming Concepts 1
Programming Concepts 2
Arithmetic Operations
Relational & Boolean Operations
Data Structures
String Handling Operations
Classification of Programming Languages
Number Bases
Units of Information
Character encoding
Data Representation
Data Compression
Computer Systems 1
Computer Systems 2
Storage
Computer Networks 1
Computer Networks 2
Cyber Security
Social Engineering
Malicious Code
Prevention of Cyber Security Threats
Impact of Digital Technology on Society
This resource contains:
an interactive PDF vocabularly booklet (includes navigation links for quick access to different topics)
an interactive ppt for teachers to use for whole class discussion
a standard ppt to be used to create paper copies of the booklet
a vocabulary list
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Introduce your students to key algorithm design techniques with this resource!
Within this unit of work your students will:
Learn how to write algorithms using both symbols (flowchart) and written notation (pseudocode).
Learn how to write algorithms using structured techniques including:
* Sequencing
* Selection
* Iteration (looping)
Gain understanding of the need for accuracy when writing algorithms.
Practice debugging your code.
This resource includes explanations of each algorithm design technique as well as clear structured examples of how to write them using both flowchart and pseudocode. After each technique has been explained, students have the opportunity to apply their understanding within an activity which includes higher ability expectations. A final Rookie, Pro and Beast algorithm design challenge has also been included as well as suggested solutions for each activity.
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.
The aim of this lesson is to introduce students to writing their first ever code!
Students will not need to use a computer!
Starter - Which job would you rather do: Formula 1 Driver or a Formula 1 Mechanic?
Introduction to different types of IT users: Formula 1 Driver is the expert user of software while the Mechanic is the creator of the software.
Task 1: Robots and Programmers - Get your Robot to a specific location and back using the given commands.
Main task: Cup stacking - use the symbols available and create the differentiated structures as shown.
For the lesson you will also need:
Plastic cups
Poster paper
Pens to write code
Print out the resource packs for each group of students.
I have used this lesson for students between years 5 and 9, all of which have thoroughly enjoyed it!
***Please leave a review!***
The following resources work in conjunction with KS3 Computer Science: Data Representation - Year 8. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
How can you apply the concepts of computational thinking to Maths?
Mathematics is full of problem solving challenges which makes computational a vital skill to help improve your maths skills! Check out my poster for a range of ideas on how to apply the concepts of computational thinking to the subject of mathematics!
*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 its 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!