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 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!
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!
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
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!
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**
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
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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Introduction to Programming with Scratch
Part 3: Variables
This resource is the third in a series of five lessons that introduces students to the concepts of programming in Scratch.
This resource provides a teacher PowerPoint and a student workbook, integrating theoretical concepts with practical programming activities in Scratch. Designed for KS3 learners, this resource introduces the use of and application of variables, ensuring that students understand how to store and make changes to stored data while developing hands-on coding skills.
What’s Included?
Teacher PowerPoint:
Professionally designed, easy-to-follow slides to guide lesson delivery.
Interactive starter activity to introduce the use of variables.
Introductory activity (Story time) to demonstrate the application of variables.
Clear explanations, practical examples, and reflection questions to consolidate learning.
Student Workbook:
Scaffolded tasks aligned with the lesson objectives.
Space for students to document their work, including screenshots of completed Scratch projects.
Advanced challenges and extensions to stretch learners’ skills further.
Practical Scratch Activities:
Task 1: Pop goes the Balloon – Introduces the application of a score variable.
Task 2: Pop goes the Balloon Part 2 – Connect the use of variables with selection conditions.
Task 3: Cheeky Monkey – Collect, store and reuse user input.
Task 4: Cheeky Monkey Part 2 – Create a personalised conversation using variables to collect user input.
Why choose this resource?
Accessible for Non-Specialists:
The step-by-step guidance and ready-made resources ensure that even teachers without a programming background can confidently deliver the lesson.
Engaging for Students:
By combining theory, real-life analogies, and interactive Scratch tasks, students are kept motivated and engaged throughout the lesson.
Differentiated Learning:
Tasks cater to a range of abilities, with clear pathways for both foundational understanding and advanced exploration.
Builds Computational Thinking:
Helps students develop essential problem-solving skills, logical reasoning, and algorithmic thinking, laying a strong foundation for further programming studies.
Why You Will Love It!
This resource isn’t just a lesson plan; it’s a complete teaching toolkit. The clear, professional design saves valuable preparation time, while the focus on creativity and real-world connections ensures students grasp both the how and the why of variables.
Transform your students into confident coders with this engaging resource on variables! Equip them with the skills to store and manipulate data in Scratch, and watch as they bring their programs to life. Download now and make teaching variables simple, fun, and impactful!
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Introduction to Programming with Scratch
Part 4: Iteration
This resource is the fourth in a series of five lessons that introduces students to the concepts of programming in Scratch.
This resource is a perfect introduction to iteration, one of the fundamental programming concepts. Designed for KS3 learners, the resource includes a teacher PowerPoint and a student workbook, combining theoretical explanations with engaging practical Scratch activities. Students will explore how loops can make their code efficient and dynamic, mastering concepts such as repeat, repeat until, and forever blocks while completing creative programming challenges.
What’s Included?
Teacher PowerPoint:
Professional, step-by-step slides to guide lesson delivery.
Starter activity introducing the concept of iteration through real-world examples of repetitive tasks.
Visual explanations of different loop types in Scratch (e.g., repeat, repeat until, forever) and how they are applied.
Student Workbook:
Structured activities aligned with the PowerPoint for seamless delivery.
Space for students to document their work with screenshots of their Scratch projects.
Stretch-and-challenge tasks for advanced learners, promoting creativity and problem-solving.
Practical Scratch Programming Tasks:
Task 1: Catwalk - Use a repeat block to reduce the code needed for Scratchy to walk in the shape of a square.
Task 2: You’re in Control - Fix the provided code by adding a loop block (repeat, repeat until, or forever) to allow players to control Rob-Bot’s movement.
Task 3: 5 Little Speckled Frogs - Help Nano sing the nursery rhyme by unjumbling the code and using a repeat until block to loop the actions.
Task 4: 5 Little Ducks - Assemble the code blocks provided to create a dynamic animation for the nursery rhyme “5 Little Ducks.”
How This Resource Supports Educators
Accessible for All Teachers:
Includes step-by-step guidance, making it suitable for teachers both inside and outside their specialism.
Engaging for Students:
Creative and relatable tasks keep students motivated while reinforcing the concept of iteration through hands-on activities.
Differentiated for All Abilities:
Tasks cater to a wide range of learners, with scaffolded support for beginners and extension opportunities for advanced students.
Builds Computational Thinking:
Encourages students to think logically and write efficient, repeatable code, laying the groundwork for more advanced programming skills.
Why You Will Love It!
This resource is a time-saving toolkit that bridges theoretical understanding with practical application. By integrating storytelling, animation, and problem-solving, it fosters creativity and a deep comprehension of loops in programming.
Empower your students to master the magic of loops with this fun, hands-on lesson on iteration. Download today and make coding with Scratch an engaging and rewarding experience for all!
Introduction to Programming with Scratch
Part 1: Sequencing
This resource is the first in a series of five lessons that introduces students to the concepts of programming in Scratch.
This comprehensive resource provides a teacher PowerPoint and a student workbook, integrating theoretical concepts with practical programming activities in Scratch. Designed for KS3 learners, this resource introduces the fundamental programming technique of sequencing, ensuring that students understand the importance of placing actions in the correct order while developing hands-on coding skills.
What’s Included?
Teacher PowerPoint:
Professionally designed, easy-to-follow slides to guide lesson delivery.
Engaging starter activity (Human Robots) to demonstrate sequencing through real-life simulation.
Clear explanations, practical examples, and reflection questions to consolidate learning.
Student Workbook:
Scaffolded tasks aligned with the lesson objectives.
Space for students to document their work, including screenshots of completed Scratch projects.
Challenges and extensions to stretch learners, including opportunities for creativity in animation.
Practical Scratch Activities:
Task 1: The Counting Cat – Introduces sequencing through simple counting.
Task 2: The Roaming Robot – Explores X/Y coordinates and movement.
Task 3: Making Shapes – Develops geometric understanding through Scratch programming.
Task 4: Create an Animation – Encourages students to design their own animated sequences using broadcast blocks.
Why choose this resource?
Accessible for Non-Specialists:
The step-by-step guidance and ready-made resources ensure that even teachers without a programming background can confidently deliver the lesson.
Engaging for Students:
By combining theory, real-life analogies, and interactive Scratch tasks, students are kept motivated and engaged throughout the lesson.
Differentiated Learning:
Tasks cater to a range of abilities, with clear pathways for both foundational understanding and advanced exploration.
Builds Computational Thinking:
Helps students develop essential problem-solving skills, logical reasoning, and algorithmic thinking, laying a strong foundation for further programming studies.
Why You Will Love It!
This resource isn’t just a lesson plan; it’s a complete teaching toolkit. The clear, professional design saves valuable preparation time, while the focus on creativity and real-world connections ensures students grasp both the how and the why of sequencing.
Empower your students to think like programmers and create their first coding projects with confidence. Download this resource today and transform your programming lessons into engaging, hands-on experiences!
Please leave a review!
Introduction to Programming with Scratch
Part 5: Iteration
This resource is the fourth in a series of five lessons that introduces students to the concepts of programming in Scratch.
This resource equips students with essential debugging skills, a critical aspect of programming. Designed for KS3 learners, this resource includes a teacher PowerPoint and a student workbook, blending theory with practical programming activities to help students detect and correct coding errors. By working through realistic debugging scenarios in a game development context, students gain hands-on experience in identifying and resolving both syntax and logic errors.
What’s Included?
Teacher PowerPoint:
Engaging slides that introduce debugging concepts and common error types (syntax and logic errors).
Starter activity (Find the Errors!) to challenge students in identifying mistakes in a real-world context.
Examples from Grace Hopper’s debugging story to connect historical and modern programming practices.
Student Workbook:
Structured tasks aligned with the PowerPoint for guided learning.
Sections for students to document their progress, including screenshots of corrected code.
Reflection questions to consolidate understanding and prepare for assessments.
Practical Debugging Activities - Fix the game SPACE WARS! :
Task 1: Broken Controls - Fix the game controls using debugging techniques to ensure smooth gameplay.
Task 2: Broken Laser - Correct the logic controlling the player’s laser cannon functionality.
Task 3: You Just Can’t Win! - Resolve issues preventing players from winning despite completing objectives.
Task 4: Sound Problems - Debug mismatched sound effects to enhance the game’s audio experience.
Task 5: Photon Blast - Solve advanced errors with the special weapon’s launching mechanism for the final game release.
How This Resource Supports Educators
Accessible for All Teachers:
Comprehensive guidance ensures that even non-specialist teachers can deliver lessons confidently.
Real-World Relevance:
Debugging tasks are framed within a realistic game development scenario, motivating students to learn by solving authentic problems.
Promotes Key Skills:
Encourages logical thinking, problem-solving, and attention to detail, essential for future programming challenges.
Engages Students:
Interactive tasks and the Scratch game-based approach make learning fun and relatable for learners of all abilities.
Why You Will Love It!
This resource transforms debugging from a daunting task into an engaging learning opportunity. It provides a time-saving, ready-to-use package that combines professional-quality materials with creative coding challenges, fostering student confidence and competence in programming.
Prepare your students to think like real developers! Download this dynamic debugging lesson today and help them master the essential skill of identifying and correcting errors in code.
Please leave a review!
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! ***
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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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
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
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.
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
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
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
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.