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I started out as a science teacher and made the transition to teaching ICT and Computer Science, which I have now been doing for over 20 years. I have also worked with primary school teachers to support their delivery of the national curriculum in computing. Edulito is a UK based educational publishing company that provides learning resources for school-aged children. All of the available resources have been tested in UK schools.

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I started out as a science teacher and made the transition to teaching ICT and Computer Science, which I have now been doing for over 20 years. I have also worked with primary school teachers to support their delivery of the national curriculum in computing. Edulito is a UK based educational publishing company that provides learning resources for school-aged children. All of the available resources have been tested in UK schools.
TEACHER POWERPOINTS: UNIT 2.4 BOOLEAN LOGIC J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.4 BOOLEAN LOGIC J277 (FROM 2020)

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These adaptable PowerPoint Presentations (42 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.4. It includes: Teaching PowerPoint Presentations (includes checkpoint questions and answers) Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: Simple logic diagrams using the operators AND, OR and NOT Truth tables Combining Boolean operators using AND, OR and NOT Applying logical operators in truth tables to solve problems
TEACHER POWERPOINTS: UNIT 3.2 PROGRAMMING 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.2 PROGRAMMING 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (188 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.2. Python is used as the programming language in this unit. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoints (Includes checkpoint questions, but omits the answers) Content Covered: Understand the concept of a data type. Understand and use the following appropriately: • integer • real • Boolean • character • string. Use, understand and know how the following statement types can be combined in programs: • variable declaration • constant declaration • assignment • iteration • selection • subroutine (procedure/function). Use definite (count controlled) and indefinite (condition controlled) iteration, including indefinite iteration with the condition(s) at the start or the end of the iterative structure. Use nested selection and nested iteration structures. Use meaningful identifier names and know why it is important to use them. Be familiar with and be able to use: • addition • subtraction • multiplication • real division • integer division, including remainders. Be familiar with and be able to use: • equal to • not equal to • less than • greater than • less than or equal to • greater than or equal to. Be familiar with and be able to use: • NOT • AND • OR Understand the concept of data structures. Use arrays (or equivalent) in the design of solutions to simple problems. Use records (or equivalent) in the design of solutions to simple problems. Be able to obtain user input from the keyboard. Be able to output data and information from a program to the computer display. Understand and be able to use: • Length • Position • Sub-string • Concatenation • convert character to character code • convert character code to character • string conversion operations. Be able to use random number generation. Understand the concept of subroutines. Explain the advantages of using subroutines in programs. Describe the use of parameters to pass data within programs. Use subroutines that return values to the calling routine. Know that subroutines may declare their own variables, called local variables, and that local variables usually: • only exist while the subroutine is executing • are only accessible within the subroutine. Use local variables and explain why it is good practice to do so. Describe the structured approach to programming. Explain the advantages of the structured approach. Be able to write simple data validation routines. Be able to write simple authentication routines. Understand what is meant by testing in the context of algorithms and programs. Be able to correct errors within algorithms and programs. Understand what test data is and describe the following types of test data: • normal (typical) • boundary (extreme) • erroneous data.
TEACHER POWERPOINTS: UNIT 3.6 CYBER SECURITY 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.6 CYBER SECURITY 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (54 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.6. It includes: Teaching PowerPoint Presentations (includes checkpoint questions and answers) Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: Be able to define the term cyber security and be able to describe the main purposes of cyber security. Students should know that cyber security consists of the processes, practices and technologies designed to protect networks, computers, programs and data from attack, damage or unauthorised access. Understand and be able to explain the following cyber security threats: • social engineering techniques • malicious code (malware) • pharming • weak and default passwords • misconfigured access rights • removable media • unpatched and/or outdated software. Explain what penetration testing is and what it is used for. Define the term social engineering. Describe what social engineering is and how it can be protected against. Explain the following forms of social engineering: • blagging (pretexting) • phishing • shouldering (or shoulder surfing). Define the term malware. Describe what malware is and how it can be protected against. Describe the following forms of malware: • computer virus • trojan • spyware. Understand and be able to explain the following security measures: • biometric measures (particularly for mobile devices) • password systems • CAPTCHA (or similar) • using email confirmations to confirm a user’s identity • automatic software updates.
TEACHER POWERPOINTS BUNDLE: GCSE COMPUTER SCIENCE EDEXCEL 1CP2 - ALL TOPICS FROM 1 TO 6
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TEACHER POWERPOINTS BUNDLE: GCSE COMPUTER SCIENCE EDEXCEL 1CP2 - ALL TOPICS FROM 1 TO 6

9 Resources
These adaptable PowerPoint Presentations (750 Slides) provide complete coverage of all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) - Topics 1 to 6. It includes: Teaching PowerPoints (including checkpoint questions and answers) - 750+ slides Student PowerPoints (Including checkpoint questions, but omits the answers) A Complete Guide to Python Programming (including student activities) The resources cover: Topic 1: Computational thinking – understanding of what algorithms are, what they are used for and how they work; ability to follow, amend and write algorithms; ability to construct truth tables. Topic 2: Data – understanding of binary, data representation, data storage and compression. Topic 3: Computers – understanding of hardware and software components of computer systems and characteristics of programming languages. Topic 4: Networks – understanding of computer networks and network security. Topic 5: Issues and impact – awareness of emerging trends in computing technologies, and the impact of computing on individuals, society and the environment, including ethical, legal and ownership issues. Topic 6: Problem solving with programming
TEACHER POWERPOINTS BUNDLE: GCSE COMPUTER SCIENCE AQA 8525 - ALL UNITS FROM 3.1 TO 3.8
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TEACHER POWERPOINTS BUNDLE: GCSE COMPUTER SCIENCE AQA 8525 - ALL UNITS FROM 3.1 TO 3.8

12 Resources
These adaptable PowerPoint Presentations (788 Slides) provide complete coverage of all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) - Unit 3.1 to 3.8. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoints (Including checkpoint questions, but omits the answers) A Complete Guide to Python Programming (Includes student activities) What does the teacher pack cover? • 3.1 Fundamentals of algorithms • 3.2 Programming • 3.3 Fundamentals of data representation • 3.4 Computer systems • 3.5 Fundamentals of computer networks • 3.6 Cyber security • 3.7 Relational databases and structured query language (SQL) • 3.8 Ethical, legal and environmental impacts of digital technology on wider society, including issues of privacy
Programming Project Support Pack for GCSE
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Programming Project Support Pack for GCSE

2 Resources
Help sheet 1 - Creating a board game using Python - Includes a complete set of instructions Help sheet 2 - Creating a database using Python - Includes a complete set of instructions Help Sheet 3 - Menus, Lists and Exporting using Python - Includes a complete set of instructions J276 Programming project Sample 1 - Archside Academy Detention Database NEA Sample project scenario NEA Sample student solution NEA Sample Python code J276 Programming project Sample 2 - Quiz Board Game NEA Sample project scenario NEA Sample student solution NEA Sample Python code
TEACHER POWERPOINTS: UNIT 2.2 PROGRAMMING FUNDAMENTALS J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.2 PROGRAMMING FUNDAMENTALS J277 (FROM 2020)

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These adaptable PowerPoint Presentations (148 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.2. It includes: Teaching PowerPoint Presentations (including checkpoint questions and answers) Part 1 – Programming Fundamentals (62 Slides) Part 2 – Data Types & Additional Programming techniques (86 Slides) Student PowerPoint Presentations (Including checkpoint questions, but omits the answers) Part 1 – Programming Fundamentals Part 2 – Data Types & Additional Programming techniques Content Covered: The use of variables, constants, operators, inputs, outputs and assignments The use of the three basic programming constructs used to control the flow of a program: Sequence Selection Iteration (count-and condition-controlled loops) The common arithmetic operators The common Boolean operators AND, OR and NOT The use of data types: Integer Real Boolean Character and string Casting The use of basic string manipulation The use of basic file handling operations: Open Read Write Close The use of records to store data The use of SQL to search for data The use of arrays (or equivalent) when solving problems, including both one-dimensional and two-dimensional arrays How to use sub programs (functions and procedures) to produce structured code Random number generation
Python Programming for GCSE #1
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Python Programming for GCSE #1

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This is an 18 page introduction to programming using Python. It includes: Python -The Basics The use of variables, constants, operators, inputs, outputs and assignments The use of data types The use of basic string manipulation Each section includes activities for the students to complete. I would greatly appreciate feedback on what you think of this resource.
TEACHER POWERPOINTS: UNIT 1.4 NETWORK SECURITY J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 1.4 NETWORK SECURITY J277 (FROM 2020)

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These adaptable PowerPoint Presentations (42 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.4. It includes: Teaching PowerPoint (includes checkpoint questions and answers) Student PowerPoint (Includes checkpoint questions, but omits the answers) Content Covered: Forms of attack: Malware Social engineering, e.g. phishing, people as the ‘weak point’ Brute-force attacks Denial of service attacks Data interception and theft The concept of SQL injection Common prevention methods: Penetration testing Anti-malware software Firewalls User access levels Passwords Encryption Physical security
TEACHER POWERPOINTS: UNIT 3.1 FUNDAMENTALS OF ALGORITHMS 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.1 FUNDAMENTALS OF ALGORITHMS 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (74 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.1. It includes: Teaching PowerPoint Presentations (includes checkpoint questions and answers) -74 Slides Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: Understand and explain the term algorithm. Understand and explain the term decomposition. Understand and explain the term abstraction. Use a systematic approach to problem solving and algorithm creation representing those algorithms using pseudo-code, program code and flowcharts. Explain simple algorithms in terms of their inputs, processing and outputs. Determine the purpose of simple algorithms. Understand that more than one algorithm can be used to solve the same problem. Compare the efficiency of algorithms explaining how some algorithms are more efficient than others in solving the same problem. Understand and explain how the linear search algorithm works. Understand and explain how the binary search algorithm works. Compare and contrast linear and binary search algorithms. Understand and explain how the merge sort algorithm works. Understand and explain how the bubble sort algorithm works. Compare and contrast merge sort and bubble sort algorithms.
TEACHER POWERPOINTS: UNIT 3.4 COMPUTER SYSTEMS 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.4 COMPUTER SYSTEMS 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (219 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.4. It includes: Teaching PowerPoints (including checkpoint questions and answers) - Student PowerPoints (Including checkpoint questions, but omits the answers) Content Covered: Define the terms hardware and software and understand the relationship between them. Construct truth tables for the following logic gates: • NOT • AND • OR • XOR. Construct truth tables for simple logic circuits using combinations of NOT, AND, OR and XOR gates. Interpret the results of simple truth tables. Create, modify and interpret simple logic circuit diagrams. Students will only need to use NOT, AND, OR and XOR gates within logic circuits. Students will be expected to understand and use the standard logic circuit symbols. Create and interpret simple Boolean expressions made up of NOT, AND, OR and XOR operations. Create the Boolean expression for a simple logic circuit. Create a logic circuit from a simple Booleanexpression. Explain what is meant by: • system software • application software. Give examples of both types of software. Understand the need for, and functions of, operating systems (OS) and utility programs. Understand that the OS handles management of the: • processor(s) • memory • input/output (I/O) devices • applications • security. Know that there are different levels of programming language: • low-level language • high-level language. Explain the main differences between low-level and high-level languages. Know that machine code and assembly language are considered to be low-level languages and explain the differences between them. Understand that all programming code written in high-level or assembly languages must be translated. Understand that machine code is expressed in binary and is specific to a processor or family of processors. Understand the advantages and disadvantages of low-level language programming compared with high-level language programming. Understand that there are three common types of program translator: • interpreter • compiler • assembler. Explain the main differences between these three types of translator. Understand when it would be appropriate to use each type of translator. Explain the role and operation of main memory and the following major components of a central processing unit (CPU) within the Von Neumann architecture: • arithmetic logic unit • control unit • clock • register • bus. Explain the effect of the following on the performance of the CPU: • clock speed • number of processor cores • cache size. Understand and explain the Fetch-Execute cycle. Understand the different types of memory within a computer: • RAM • ROM • Cache • Register. Know what the different types of memory are used for and why they are required. etc
TEACHER POWERPOINTS: TOPIC 3 COMPUTERS 1CP2 (FROM 2020)
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TEACHER POWERPOINTS: TOPIC 3 COMPUTERS 1CP2 (FROM 2020)

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These adaptable PowerPoint Presentations (169 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 3. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoints (Including checkpoint questions, but omits the answers) Content Covered: · understand why computers are connected in a network · understand different types of networks (LAN, WAN) · understand how the internet is structured (IP addressing, routers) · understand how the characteristics of wired and wireless connectivity impact on performance (speed, range, throughput, bandwidth) · understand that network speeds are measured in bits per second (kilobit, megabit, gigabit) and be able to construct expressions involving file size, transmission rate and time · understand the role of and need for protocols (Ethernet, Wi-Fi, TCP/IP, HTTP, HTTPS, FTP and email (POP3, SMTP, IMAP)) · understand how the 4-layer (application, transport, network, data link) TCP/IP model handles data transmission over a network · understand characteristics of network topologies (bus, star, mesh) · understand the importance of network security, ways of identifying network vulnerabilities (penetration testing, ethical hacking) and methods of protecting networks (access control, physical security, firewalls)
TEACHER POWERPOINTS BUNDLE: COMPONENT 2 - COMPUTATIONAL THINKING, ALGORITHMS AND PROGRAMMING J277 (FROM 2020)
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TEACHER POWERPOINTS BUNDLE: COMPONENT 2 - COMPUTATIONAL THINKING, ALGORITHMS AND PROGRAMMING J277 (FROM 2020)

5 Resources
These adaptable PowerPoint Presentations (357 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) Component 2 - Computational thinking, algorithms and programming . It includes: Teaching PowerPoint Presentations (including checkpoint questions and answers) Student PowerPoint Presentations (Including checkpoint questions, but omits the answers) Content Covered: 2.1 Algorithms 2.2 Programming fundamentals 2.3 Producing robust programs 2.4 Boolean logic 2.5 Programming languages and Integrated Development Environments
Learn Coding using Scratch -  6 Video Tutorials -Prof Cody Teaches Kids to Code
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Learn Coding using Scratch - 6 Video Tutorials -Prof Cody Teaches Kids to Code

6 Resources
These 6 video tutorials can be used as standalone teaching resources or can be used in conjunction with the Prof Cody Teaches Kids to Code using Scratch Lesson 1 - 6 teaching resources or the Professor Cody Teaches Kids to Code using Scratch book. Each video, teaches kids about the key concepts of programming, in a fun and engaging way. Each tutorial also includes a range of fun, game-making challenges. Here is a list of the videos that are ready for you to download: Video Tutorial 1 - What is Coding (6 Minutes) Video Tutorial 2 - Using Variables (6 Minutes) Video Tutorial 3 - Using Selection (8 Minutes) Video Tutorial 4 - Using Iteration (Repetition) (7 minutes) Video Tutorial 5 - Using Procedures and Functions (11 minutes) Video Tutorial 6 - Using Arrays (Lists) (13 minutes) The videos are also available to stream via YouTube Lesson 1 – What is Coding? This lesson is about algorithms and how they are used to produce computer programs. Students will learn about the use of sequences of instructions and why it is important that these instructions are given in the correct order. They will create a dance computer program, add music and watch their very own choreographed dance! Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 2 – Using Variables This lesson introduces the concept of variables and students have the opportunity of using text variables and number variables and completing a series of challenges. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 3 – Using Selection This lesson introduces the concept of selection and students have the opportunity of developing programs that use If and If then Else block structures. They will learn how to make a multi-answer quiz and create a Crack the Code game. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 4 – Using Iteration (Repetition) This lesson introduces the concept of Iteration (Repetition) and students have the opportunity of developing programs that repeat loops as well as forever loops. They will learn how to make programs more efficient by creating shapes using a repeat loop and will then move on to create a scary game using repeats and forever loops. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 5 – Using Procedures & Functions This lesson introduces the concept of Procedures and Functions using My Blocks. Students have the opportunity of developing programs that use procedures to spray a car in a car factory as well as procedures used to build a house. They will also have the opportunity to create a function that returns a value to the main program. Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 6 – Using Arrays (Lists) This lesson introduces the concept of Arrays using Scratch Lists. Students have the opportunity of developing programs that use arrays to make a birthday present list. They also get to make a memory game, where they have to memorise a series of items in a list. Finally, they use an array to create a high scorer list in a game.
Memory Test - GCSE Computer Science
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Memory Test - GCSE Computer Science

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This photocopiable resource has been produced to ensure that your students are able to successfully complete their GCSE Computer Science GCSE (9-1), but can also be used by other exam systems. This test is designed to provide a stimulating, engaging and effective way of assessing the progress of your students. As well as the topic test, you are also provided with a comprehensive marking scheme. Please be aware that there may be appropriate alternative answers to some of the questions, and it is therefore suggested that the teacher uses their discretion when marking students work.
Learn to Code using Python
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Learn to Code using Python

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This photocopiable resource has been produced to provide 7 to 14 year olds with exciting and engaging opportunities to learn coding concepts using the Python programming language. There are enough activities for 4 to 5 lessons. Including: Algorithms Sequences Iteration (Repetition) Selection Variables The resource covers the programming aspect of the computing national curriculum. use two or more programming languages, at least one of which is textual, to solve a variety of computational problems make appropriate use of data structures [for example, lists, tables or arrays] design and develop modular programs that use procedures or functions.
Python Video Tutorials #4 - The Use of String Manipulation
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Python Video Tutorials #4 - The Use of String Manipulation

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This lesson introduces string manipulation and explains how it is used in Python. It includes changing the case of a text string to upper case or lower case; finding the length of a string and how to use formatting to output a table of data. Python and the Python Logo are trademarks or registered trade marks of the Python Software Foundation.