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Year 5 Computing - Programming - Quizzes in Scratch - Knowledge Organiser!
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Year 5 Computing - Programming - Quizzes in Scratch - Knowledge Organiser!

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This clear, detailed and visually-appealing resource offers a complete reference point for Year 5 children, teachers and parents covering knowledge relating to ‘Programming’ as a part of their computing learning. The organiser has a particular focus on introducing children to using repetition and loop operator blocks in Scratch. It contains comprehensive sections on: -Overview; -Basics of Scratch; -Selection and Conditions; -Asking Questions; -Algorithms, Trialling and Debugging; -Key Vocabulary. The content is fully aligned with the age-related expectations for Year 5 children in computing. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
Uplevelling Sentences!
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Uplevelling Sentences!

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This engaging and highly-purposeful lesson has been designed to enable children to uplevel their basic sentences, creating more precise, elaborate passages. The lesson takes the children through the process of contemplating vocabulary choices within each of the main word classes, before considering sentence variety in terms of length, form and order. Children learn through: -Defining what uplevelling is, and understanding how some sentences can be too vague and basic; -Considering how a model example can be improved through the use of more precise nouns, verbs, adjectives and adverbs; -Investigating how conjunctions and fronted adverbials can be utilised in order to change sentence types, lengths and orders for clarity and effect; -Employing the strategies that they have learnt to create and uplevel their own series of sentences based on a visual stimulus; -Evaluating their partner’s writing attempts, endeavouring to find further appropriate opportunities for uplevelling. The resource pack is comprised of a colourful and comprehensive PowerPoint presentation, which offers a step-by-step guide through the entirety of the lesson. There is nothing to print, simply download and go! The lesson was originally created for children in upper KS2, however with minor adaptations could easily be suitable for those in lower KS2 or lower KS3.
Year 4 Computing - Programming - Repetition in Scratch - Knowledge Organiser!
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Year 4 Computing - Programming - Repetition in Scratch - Knowledge Organiser!

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This clear, detailed and visually-appealing resource offers a complete reference point for Year 4 children, teachers and parents covering knowledge relating to ‘Programming’ as a part of their computing learning. The organiser has a particular focus on introducing children to using repetition and loop operator blocks in Scratch. It contains comprehensive sections on: -Overview; -Basics of Scratch; -Repetition and Loops Blocks; -Event Managing and Efficiency; -Algorithms, Trialling and Debugging; -Key Vocabulary. The content is fully aligned with the age-related expectations for Year 4 children in computing. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
Year 3 Computing - Programming - Events and Actions in Scratch - Knowledge Organiser!
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Year 3 Computing - Programming - Events and Actions in Scratch - Knowledge Organiser!

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This clear, detailed and visually-appealing resource offers a complete reference point for Year 3 children, teachers and parents covering knowledge relating to ‘Programming’ as a part of their computing learning. The organiser has a particular focus on introducing children to using the events and actions (motion, sounds, looks) blocks in Scratch. It contains comprehensive sections on: -Overview; -Basics of Scratch; -Events and Actions Blocks; -Algorithms and Programming; -Trialling and Debugging; -Key Vocabulary. The content is fully aligned with the age-related expectations for Year 3 children in computing. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
Year 2 Computing - Programming - Quizzes in Scratch Jr - Knowledge Organiser!
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Year 2 Computing - Programming - Quizzes in Scratch Jr - Knowledge Organiser!

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This clear, detailed and visually-appealing resource offers a complete reference point for Year 2 children, teachers and parents covering knowledge relating to ‘Programming’ as a part of their computing learning. The organiser has a particular focus on introducing children to use the features of Scratch Jr, including using blocks and sprites to create basic quizzes. It contains comprehensive sections on: -Overview; -Basics of Scratch Jr; -Quizzes in Scratch Jr; -Algorithms and Programming; -Debugging; -Key Vocabulary. The content is fully aligned with the age-related expectations for Year 2 children in computing. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
Year 1 Computing - Programming - Animations in Scratch Jr - Knowledge Organiser!
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Year 1 Computing - Programming - Animations in Scratch Jr - Knowledge Organiser!

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This clear, detailed and visually-appealing resource offers a complete reference point for Year 1 children, teachers and parents covering knowledge relating to ‘Programming’ as a part of their computing learning. The organiser has a particular focus on introducing children to use the features of Scratch Jr, including using blocks and sprites to create basic animations. It contains comprehensive sections on: -Overview; -Basics of Scratch Jr; -Sequencing; -Algorithms and Programming; -Debugging; -Key Vocabulary. The content is fully aligned with the age-related expectations for Year 1 children in computing. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
World Continents - Huge Bundle!
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World Continents - Huge Bundle!

14 Resources
THIS HUGE BUNDLE CONTAINS ALL OF THE LESSONS, KNOWLEDGE ORGANISERS, AND GEOGRAPHICAL FEATURES INFORMATION SHEETS FOR EACH OF THE SEVEN CONTINENTS. The lessons enable students to describe and understand the key aspects of physical geography (e.g. climates, vegetation belts, flora, fauna, mountains, and rivers) and human geography (e.g. types of settlement, populations, use of resources, and trade) for each of the different continents of the world. Each lesson follows the same clear, logical, bite-size learning journey, which guides students towards relevant and constructive learning objectives. Students become able to: -Identify the continent on a map, and identify the countries and regions within the continent; -Understand key information about the physical and human geography of the continent, through a fun, interactive quiz; -Retrieve, share, and describe their understanding of the physical and human geography of specific locations in the continent through comprehending information texts about the main geographical features; -Complete case studies of the physical and human geography of a location of their choice in each continent, and describe their findings to others; -Peer assess each others’ descriptions using the learning objectives. This resource pack includes seven lessons (one for each continent), each containing: -A visually engaging whole-lesson PowerPoint presentation; -Key case-study information sheets on 4 geographical features of the continent; -A blank case study template; All images are licensed for commercial use. These resources can be easily adapted to suit home/remote learning.
World Continents - Big Lesson Bundle!
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World Continents - Big Lesson Bundle!

7 Resources
These interesting and highly-stimulating lessons enable students to describe and understand the key aspects of physical geography (e.g. climates, vegetation belts, flora, fauna, mountains, and rivers) and human geography (e.g. types of settlement, populations, use of resources, and trade) for each of the different continents of the world. Each lesson follows the same clear, logical, bite-size learning journey, which guides students towards relevant and constructive learning objectives. Students become able to: -Identify the continent on a map, and identify the countries and regions within the continent; -Understand key information about the physical and human geography of the continent, through a fun, interactive quiz; -Retrieve, share, and describe their understanding of the physical and human geography of specific locations in the continent through comprehending information texts about the main geographical features; -Complete case studies of the physical and human geography of a location of their choice in each continent, and describe their findings to others; -Peer assess each others’ descriptions using the learning objectives. This resource pack includes seven lessons (one for each continent), each containing: -A visually engaging whole-lesson PowerPoint presentation; -Key case-study information sheets on 4 geographical features of the continent; -A blank case study template; All images are licensed for commercial use. These resources can be easily adapted to suit home/remote learning.
South Pole Information Sheet (Physical and Human Geography)
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South Pole Information Sheet (Physical and Human Geography)

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A simple information sheet detailing some of the main physical and human geography features of the South Pole. I have used this in the past with KS2 students as a part of a geography topic on Antarctica, and also as a non-fiction whole class reading stimulus. Provided as a PDF (to protect formatting) and as a Word document (so that you can edit it). Hope that you find it useful!
Antarctica - Human and Physical Geography (People and Places)
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Antarctica - Human and Physical Geography (People and Places)

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This interesting and highly-stimulating lesson enables students to describe and understand the key aspects of physical geography and human geography in the region of Antarctica. Whilst gaining a wide range of knowledge about the content, students also become familiar with a wide range of vocabulary pertinent to the geography curriculum. The lesson follows a clear, logical, bite-size learning journey, which guides students towards relevant and constructive learning objectives. Over the course of this journey, they become able to: Identify Antarctica on a map, and identify the countries and regions within the continent; Understand key information about the physical and human geography of the continent, through a fun, interactive quiz; Retrieve, share, and describe their understanding of the physical and human geography of specific locations in Antarctica (The South Pole, The Vinson Massif, Emperor Penguins and TheAntarctic Peninsula) through a jigsaw model task; Complete a case study of the physical and human geography of their own place in Antarctica, and describe their findings to others; -Peer assess each others’ descriptions using the learning objectives. This resource pack includes: A visually engaging whole-lesson PowerPoint presentation; Key case-study information sheets on The South Pole, the Vinson Massif, Emperor Penguins and The Antarctic Peninsula (in both PDF and Word - inside the zip-folder); A blank case study template. All images are licensed for commercial use. Note: The final task works best with access to ICT/internet resources. This resources within this lesson can be easily adapted to suit home/remote learning.
Great Barrier Reef Information Sheet (Physical and Human Geography)
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Great Barrier Reef Information Sheet (Physical and Human Geography)

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A simple information sheet detailing some of the main physical and human geography features of the Great Barrier Reef. I have used this in the past with KS2/ KS3 students as a part of a geography topic on Australia/ Oceania, and also as a non-fiction whole class reading stimulus. Provided as a PDF (to protect formatting) and as a Word document (so that you can edit it). Hope that you find it useful!
Oceania: Physical and Human Geography (People and Places)
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Oceania: Physical and Human Geography (People and Places)

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This interesting and highly-stimulating lesson enables students to describe and understand the key aspects of physical geography (e.g. climates, vegetation belts, flora, fauna, mountains, and rivers) and human geography (e.g. types of settlement, populations, use of resources, and trade) in the region of Oceania. Whilst gaining a wide range of knowledge about the content, students also become familiar with a wide range of vocabulary pertinent to the geography curriculum. The lesson follows a clear, logical, bite-size learning journey, which guides students towards relevant and constructive learning objectives. Over the course of this journey, they become able to: Identify Oceania on a map, and identify the countries and regions within the continent; Understand key information about the physical and human geography of the continent, through a fun, interactive quiz; Retrieve, share, and describe their understanding of the physical and human geography of specific locations in Oceania (The Outback, The Southern Alps, South Pacific Islands and The Great Barrier Reef) through a jigsaw model task; Complete a case study of the physical and human geography of their own place in Oceania, and describe their findings to others; -Peer assess each others’ descriptions using the learning objectives. This resource pack includes: A visually engaging whole-lesson PowerPoint presentation; Key case-study information sheets on The Outback, the Southern Alps, South Pacific Islands and The Great Barrier Reef (in both PDF and Word - inside the zip-folder); A blank case study template. All images are licensed for commercial use. Note: The final task works best with access to ICT/internet resources. This resources within this lesson can be easily adapted to suit home/remote learning.
Computing - Programming - Primary Knowledge Organisers Bundle!
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Computing - Programming - Primary Knowledge Organisers Bundle!

12 Resources
These clear, detailed and visually-appealing resources offer a complete reference point for subject leaders, teachers, parents and children covering knowledge relating to programming throughout the primary computing curriculum. Included are two knowledge organisers for each year group in years 1-6 (so 12 in total), each with a particular focus that builds on prior knowledge: -Year 1: Moving A Robot -Year 1: Animations in Scratch Jr -Year 2: Robot Algorithms -Year 2: Quizzes in Scratch Jr -Year 3: Sequencing in Scratch -Year 3: Events and Actions in Scratch -Year 4: Repetition in Shapes -Year 4: Repetition in Scratch -Year 5: Selection in Physical Computing -Year 5: Quizzes in Scratch -Year 6: Variables in Games -Year 6: Using Micro:bits The content is fully aligned with the age-related expectations for primary children in computing. The resources are designed to be printed onto A3, and are provided as both PDF and Word versions (so that you can edit if you want to).
Year 6 Computing - Programming - Variables in Games - Knowledge Organiser!
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Year 6 Computing - Programming - Variables in Games - Knowledge Organiser!

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This clear, detailed and visually-appealing resource offers a complete reference point for Year 6 children, teachers and parents covering knowledge relating to ‘Programming’ as a part of their computing learning. The organiser has a particular focus on introducing children to how to create and apply variables in programming. They use Scratch in order to explore this within games. It contains comprehensive sections on: -Overview; -Basic Variables; -More Complex Variables; -Sequencing and Algorithms; -Trialling and Debugging; -Key Vocabulary. The content is fully aligned with the age-related expectations for Year 6 children in computing. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
Year 5 Computing - Programming - Selection in Physical Computing - Knowledge Organiser!
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Year 5 Computing - Programming - Selection in Physical Computing - Knowledge Organiser!

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This clear, detailed and visually-appealing resource offers a complete reference point for Year 5 children, teachers and parents covering knowledge relating to ‘Programming’ as a part of their computing learning. The organiser has a particular focus on introducing children to how to use the basic functions of Crumble microcontrollers, including how to use software to program commands for multiple output devices (e.g. LEDs and motors). It contains comprehensive sections on: -Overview; -Microcontrollers, LEDs and Motors; -Programming Commands; -Sequencing and Algorithms; -Trialling and Debugging; -Key Vocabulary. The content is fully aligned with the age-related expectations for Year 5 children in computing. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
Europe: Physical and Human Geography (People and Places)
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Europe: Physical and Human Geography (People and Places)

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This interesting and highly-stimulating lesson enables students to describe and understand the key aspects of physical geography (e.g. climates, vegetation belts, flora, fauna, mountains, and rivers) and human geography (e.g. types of settlement, populations, use of resources, and trade) in the continent of Europe. Whilst gaining a wide range of knowledge about the content, students also become familiar with a wide range of vocabulary pertinent to the geography curriculum. The lesson follows a clear, logical, bite-size learning journey, which guides students towards relevant and constructive learning objectives. Over the course of this journey, they become able to: Identify Europe on a map, and identify the countries and regions within the continent; Understand key information about the physical and human geography of the continent, through a fun, interactive quiz; Retrieve, share, and describe their understanding of the physical and human geography of specific locations in Europe (Scandinavia, The Mediterranean Sea, Mount Elbrus and the Black Forest) through a jigsaw model task; Complete a case study of the physical and human geography of their own place in Europe, and describe their findings to others; -Peer assess each others’ descriptions using the learning objectives. This resource pack includes: A visually engaging whole-lesson PowerPoint presentation; Key case-study information sheets on Scandinavia, the Mediterranean Sea, Mount Elbrus and the Black Forest (in both PDF and Word - inside the zip-folder); A blank case study template. All images are licensed for commercial use. Note: The final task works best with access to ICT/internet resources. This resources within this lesson can be easily adapted to suit home/remote learning.
Iran Knowledge Organiser - Geography Place Knowledge!
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Iran Knowledge Organiser - Geography Place Knowledge!

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This clear, detailed and visually-appealing resource offers a complete reference point for students revising knowledge relating to Iran, as a part of their study of place, human and physical geography. Overview and Maps; Physical Geography; Human Geography; Comparison with the United Kingdom; Iran Timeline; Key Vocabulary. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
Year 4 Computing - Programming - Repetition in Shapes - Knowledge Organiser!
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Year 4 Computing - Programming - Repetition in Shapes - Knowledge Organiser!

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This clear, detailed and visually-appealing resource offers a complete reference point for Year 4 children, teachers and parents covering knowledge relating to ‘Programming’ as a part of their computing learning. The organiser has a particular focus on introducing children to how to use the basic functions of MS Logo, including how to program shapes and patterns. It contains comprehensive sections on: -Overview; -The Basics of MS Logo; -Programming Patterns; -Sequencing and Algorithms; -Trialling and Debugging; -Key Vocabulary. The content is fully aligned with the age-related expectations for Year 4 children in computing. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
Malaysia Knowledge Organiser - Geography Place Knowledge!
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Malaysia Knowledge Organiser - Geography Place Knowledge!

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This clear, detailed and visually-appealing resource offers a complete reference point for students revising knowledge relating to Malaysia, as a part of their study of place, human and physical geography. Overview and Maps; Physical Geography; Human Geography; Comparison with the United Kingdom; Malaysia Timeline; Key Vocabulary. The resource is designed to be printed onto A3, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
Escape from Pompeii KS2 Comprehension Activities Booklet!
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Escape from Pompeii KS2 Comprehension Activities Booklet!

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This resource booklet contains a wide range of age-appropriate and engaging comprehension activities for use throughout the reading of Christina Balit’s 'Escape from Pompeii.’ Teachers have found them particularly useful in comprehension or guided reading sessions. They are perfect for aiding the progress of children towards meeting the KS2 expectations within the National Curriculum framework. Children love learning from these resources, whilst they are also of great use to teachers, as there is explicit information within each task regarding which comprehension strands the task is designed to demonstrate. They also relate to key extracts, characters, and themes from the story, ensuring that children gain a deep understanding of the text. Activities within the booklet include: ‘An Interview with Tranio’ - to enable students to demonstrate that they can: ‘Understand what is read by drawing on information from more than one paragraph, identifying key details that support the main ideas, and using quotations for illustration;’ ‘The Author’s Description’ - to enable students to demonstrate that they can: ‘Explain meanings of words that they know and ask the meaning of new words. Link the meaning of new words to words that they already know;’ ‘Tranio’ and ‘Livia’ profiles! - to enable students to demonstrate that they can: ‘Understand what is read by drawing on information from more than one paragraph, identifying key details that support the main ideas, and using quotations for illustration;’ 'Figurative Language in ‘Escape from Pompeii’ - to enable students to demonstrate that they can: ‘Discuss and evaluate how authors use language, including figurative language, to create an impact on the reader.’ Plus many, many more activities (the booklet is 21 pages in length!) I’ve also added it as a PDF in case the formatting differs on your computer. All images are licensed for commercial use, and are cited on a separate document (included).