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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.
Python Games Bundle
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Python Games Bundle

4 Resources
These resource has been produced to teach 7 to 14 year olds about programming concepts by creating fun games using the text-based programming language Python. The activities and challenges have been designed to provide a stimulating, engaging and effective way of improving students’ knowledge of the core programming concepts.
Learn to Code using Scratch 3.0
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Learn to Code using Scratch 3.0

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This photocopiable resource has been produced to provide 7 to 13 year olds with exciting and engaging opportunities to learn coding concepts using Scratch. There are enough activities for 4 to 5 lessons. This has been updated to work with Scratch 2.0. Students have the opportunity to complete written activities and complete practical activities. Topics covered include: Algorithms Sequences Iteration (Repetition) Selection Variables
TEACHER POWERPOINTS: UNIT 2.1 ALGORITHMS J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.1 ALGORITHMS J277 (FROM 2020)

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These adaptable PowerPoint Presentations (86 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.1. It includes: Teaching PowerPoints (includes checkpoint questions and answers) Student PowerPoints (Includes checkpoint questions, but omits the answers) Content Covered: Principles of computational thinking: Abstraction Decomposition Algorithmic thinking Identify the inputs, processes, and outputs for a problem Structure diagrams Create, interpret, correct, complete, and refine algorithms using: Pseudocode Flowcharts Reference language/high-level programming language Identify common errors Trace tables Standard searching algorithms: Binary search Linear search Standard sorting algorithms: Bubble sort Merge sort Insertion sort
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: TOPIC 5 ISSUES AND IMPACTS 1CP2 (FROM 2020)
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TEACHER POWERPOINTS: TOPIC 5 ISSUES AND IMPACTS 1CP2 (FROM 2020)

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These adaptable PowerPoint Presentations (79 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 5. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoints (Including checkpoint questions, but omits the answers) Content Covered: · understand environmental issues associated with the use of digital devices (energy consumption, manufacture, replacement cycle, disposal) · understand ethical and legal issues associated with the collection and use of personal data (privacy, ownership, consent, misuse, data protection) · understand ethical and legal issues associated with the use of artificial intelligence, machine learning and robotics (accountability, safety, algorithmic bias, legal liability) · understand methods of intellectual property protection for computer systems and software (copyright, patents, trademarks, licencing) · understand the threat to digital systems posed by malware (viruses, worms, Trojans, ransomware, key loggers) and how hackers exploit technical vulnerabilities (unpatched software, out-of-date anti-malware) and use social engineering to carry out cyberattacks · understand methods of protecting digital systems and data (anti-malware, encryption, acceptable use policies, backup and recovery procedures)
TEACHER POWERPOINTS: UNIT 3.5 FUNDAMENTALS OF COMPUTER NETWORKS 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.5 FUNDAMENTALS OF COMPUTER NETWORKS 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (69 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.5. It includes: Teaching PowerPoints (including checkpoint questions and answers) - 69 slides Student PowerPoints (Including checkpoint questions, but omits the answers) Content Covered: Define what a computer network is. Discuss the advantages and disadvantages of computer networks. Describe the main types of computer network including: • Personal Area Network (PAN) • Local Area Network (LAN) • Wide Area Network (WAN). Understand that networks can be wired or wireless. Discuss the advantages and disadvantages of wireless networks as opposed to wired networks. Describe the following common LAN topologies: • star • bus. Define the term network protocol. Explain the purpose and use of common network protocols including: • Ethernet • Wi-Fi • TCP (Transmission Control Protocol) • UDP (User Datagram Protocol) • IP (Internet Protocol) • HTTP (Hypertext Transfer Protocol) • HTTPS (Hypertext Transfer Protocol Secure) • FTP (File Transfer Protocol) • email protocols: • SMTP (Simple Mail Transfer Protocol) • IMAP (Internet Message Access Protocol). Understand the need for, and importance of, network security. Explain the following methods of network security: • authentication • encryption • firewall • MAC address filtering. Describe the 4-layer TCP/IP model: • application layer • transport layer • internet layer • link layer. Understand that the HTTP, HTTPS, SMTP, IMAP and FTP protocols operate at the application layer. Understand that the TCP and UDP protocols operate at the transport layer. Understand that the IP protocol operates at the internet layer.
TEACHER POWERPOINTS: UNIT 1.3 COMPUTER NETWORKS, CONNECTIONS AND PROTOCOLS J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 1.3 COMPUTER NETWORKS, CONNECTIONS AND PROTOCOLS J277 (FROM 2020)

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These adaptable PowerPoint Presentations (111 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.3. It includes: Teaching PowerPoint Presentations (including checkpoint questions and answers) Part 1 – Networks & Topologies (66 slides) Part 2 - Wired & Wireless Networks, Protocols & Layers (45 slides) Student PowerPoint Presentations (Including checkpoint questions, but omits the answers) Part 1 – Networks & Topologies Part 2 - Wired & Wireless Networks, Protocols & Layers Content Covered: Types of network: LAN (Local Area Network) WAN (Wide Area Network) Factors that affect the performance of networks The different roles of computers in a client-server and a peer-to-peer network The hardware needed to connect stand-alone computers into a Local Area Network: Wireless access points Routers Switches NIC (Network Interface Controller/Card) Transmission media The Internet as a worldwide collection of computer networks: DNS (Domain Name Server) Hosting The Cloud Web servers and clients Star and Mesh network topologies Modes of connection: Wired - Ethernet Wireless Wi-Fi & Bluetooth Encryption IP addressing and MAC addressing Standards Common protocols including: TCP/IP (Transmission Control Protocol/Internet Protocol) HTTP (Hyper Text Transfer Protocol) HTTPS (Hyper Text Transfer Protocol Secure) FTP (File Transfer Protocol) o POP (Post Office Protocol) IMAP (Internet Message Access Protocol) SMTP (Simple Mail Transfer Protocol) The concept of layers
TEACHER POWERPOINTS: TOPIC 2 DATA 1CP2 (FROM 2020)
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TEACHER POWERPOINTS: TOPIC 2 DATA 1CP2 (FROM 2020)

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These adaptable PowerPoint Presentations (107 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 2. It includes a: Teaching PowerPoint Presentations (includes checkpoint questions and answers) Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: · understand that computers use binary to represent data (numbers, text, sound, graphics) and program instructions and be able to determine the maximum number of states that can be represented by a binary pattern of a given length · understand how computers represent and manipulate unsigned integers and two’s complement signed integers · be able to convert between denary and 8-bit binary numbers (0 – 255, -127 – 128) · be able to add together two positive binary patterns and apply logical and arithmetic binary shifts · understand the concept of overflow in relation to the number of bits available to store a value · understand why hexadecimal notation is used and be able to convert between hexadecimal and binary · understand how computers encode characters using 7-bit ASCII · understand how bitmap images are represented in binary (pixels, resolution, colour depth) · understand how analogue sound is represented in binary (amplitude, sample rate, bit depth, sample interval) · understand the limitations of binary representation of data (sampling frequency, resolution) when constrained by the number of available bits · understand that data storage is measured in binary multiples (bit, nibble, byte, kibibyte, mebibyte, gibibyte, tebibyte) and be able to construct expressions to calculate file sizes and data capacity requirements · understand the need for data compression and methods of compressing data (lossless, lossy)
4 PRACTICE EXAM PAPERS - GCSE COMPUTER SCIENCE OCR J277 (FROM 2020)
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4 PRACTICE EXAM PAPERS - GCSE COMPUTER SCIENCE OCR J277 (FROM 2020)

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This pack includes four practice exam papers with mark schemes for OCR GCSE Computer Science (9–1) specification (first teaching September 2020, examinations from 2022). These papers provide students with an opportunity to familiarise themselves with the look and feel of an OCR paper. The digital pack includes: · two practice papers for Computer Systems (Paper 1) · two practice papers for Computational thinking, algorithms and programming (Paper 2) The papers combined cover all aspects of the computer science curriculum. You will also receive a comprehensive mark scheme for each paper.
4 PRACTICE EXAM PAPERS - GCSE COMPUTER SCIENCE AQA 8525 (FROM 2020)
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4 PRACTICE EXAM PAPERS - GCSE COMPUTER SCIENCE AQA 8525 (FROM 2020)

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This pack includes four practice exam papers with mark schemes for AQA GCSE Computer Science (9–1) specification (first teaching September 2020, examinations from 2022). The papers have been written to replicate the style of AQA examinations. These papers provide students with an opportunity to familiarise themselves with the look and feel of an AQA paper. The digital pack includes: · two practice papers for Computational Thinking and Programming Skills (Paper 1) · two practice papers for Computing Concepts (Paper 2) The papers combined cover all aspects of the computer science curriculum. You will also receive a comprehensive mark scheme for each paper.
TEACHER POWERPOINTS: UNIT 3.3 FUNDAMENTALS OF DATA REPRESENTATION 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.3 FUNDAMENTALS OF DATA REPRESENTATION 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (125 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.3. It includes: Teaching PowerPoints (including checkpoint questions and answers) - 125 Slides Student PowerPoints (Including checkpoint questions, but omits the answers) Content Covered: Understand the following number bases: • decimal (base 10) • binary (base 2) • hexadecimal (base 16). Understand that computers use binary to represent all data and instructions. Explain why hexadecimal is often used in computer science. Understand how binary can be used to represent whole numbers. Understand how hexadecimal can be used to represent whole numbers. Be able to convert in both directions between: • binary and decimal • binary and hexadecimal • decimal and hexadecimal. Know that: • a bit is the fundamental unit of information • a byte is a group of 8 bits. Know that quantities of bytes can be described using prefixes. Know the names, symbols and corresponding values for the decimal prefixes: • kilo, 1 kB is 1,000 bytes • mega, 1 MB is 1,000 kilobytes • giga, 1 GB is 1,000 Megabytes • tera, 1 TB is 1,000 Gigabytes. Be able to compare quantities of bytes using the prefixes above. Be able to add together up to three binary numbers. Be able to apply a binary shift to a binary number. Describe situations where binary shifts can be used. Understand what a character set is and be able to describe the following character encoding methods: • 7-bit ASCII • Unicode. Understand that character codes are commonly grouped and run in sequence within encoding tables. Describe the purpose of Unicode and the advantages of Unicode over ASCII. Know that Unicode uses the same codes as ASCII up to 127. Understand what a pixel is and be able to describe how pixels relate to an image and the way images are displayed. Describe the following for bitmaps: • image size • colour depth. Know that the size of a bitmap image is measured in pixels (width x height). Describe how a bitmap represents an image using pixels and colour depth. Describe using examples how the number of pixels and colour depth can affect the file size of a bitmap image. Calculate bitmap image file sizes based on the number of pixels and colour depth. Convert binary data into a bitmap image. Convert a bitmap image into binary data. Understand that sound is analogue and that it must be converted to a digital form for storage and processing in a computer. Understand that analogue signals are sampled to create the digital version of sound. Describe the digital representation of sound in terms of: • sampling rate • sample resolution. Calculate sound file sizes based on the sampling rate and the sample resolution. Explain what data compression is. Understand why data may be compressed and that there are different ways to compress data.
13 TOPIC TESTS - AQA GCSE COMPUTER SCIENCE 8525 (FROM 2020)
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13 TOPIC TESTS - AQA GCSE COMPUTER SCIENCE 8525 (FROM 2020)

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This pack consists of 13 end of topic tests that can be used to support your delivery of the course. In addition, the topic test bundle also contains a mark scheme for each test. Unit 3.1 – 1 Test Unit 3.2 – 2 Tests Unit 3.3 – 1 Test Unit 3.4 – 4 Tests Unit 3.5 - 2 Test Unit 3.6 – 1 Test Unit 3.7 – 1 Test Unit 3.8 – 1 Test
4 PRACTICE EXAM PAPERS - GCSE COMPUTER SCIENCE EDEXCEL 1CP2 (FROM 2020)
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4 PRACTICE EXAM PAPERS - GCSE COMPUTER SCIENCE EDEXCEL 1CP2 (FROM 2020)

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This pack includes four practice exam papers with mark schemes for Edexcel GCSE Computer Science (9–1) specification (first teaching September 2020, examinations from 2022). The papers have been written to replicate the style of Edexcel examinations. These papers provide students with an opportunity to familiarise themselves with the look and feel of an Edexcel paper. Python is the programming language used. The digital pack includes: · two practice papers for Principles of Computer Science (Paper 1) · two practice papers for Application of Computational Thinking (Paper 2) – Included with these papers are Python files for access by students during the exam and a complete set of Python file solutions. The papers combined cover all aspects of the computer science curriculum. You will also receive a comprehensive mark scheme for each paper.
14 TOPIC TESTS - OCR GCSE COMPUTER SCIENCE J277 (FROM 2020)
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14 TOPIC TESTS - OCR GCSE COMPUTER SCIENCE J277 (FROM 2020)

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This pack consists of 14 end of topic tests that can be used to support your delivery of the course. In addition, the topic test bundle also contains a mark scheme for each test. Unit 1.1 – 1 Test Unit 1.2 – 3 Tests Unit 1.3 – 2 Tests Unit 1.4 -1 Test Unit 1.5 - 1 Test Unit 1.6 - 1 Test Unit 2.1 - 1 Test Unit 2.2 - 1 Test Unit 2.3 - 1 Test Unit 2.4 - 1 Test Unit 2.5 - 1 Test
37 HOMEWORK ACTIVITIES - OCR GCSE COMPUTER SCIENCE J277 (FROM 2020)
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37 HOMEWORK ACTIVITIES - OCR GCSE COMPUTER SCIENCE J277 (FROM 2020)

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This pack consists of 37 editable homework/classwork activities that can be used to support your delivery of the Computer Science GCSE course. In addition, the homework bundle also contains a suggested mark scheme for each activity. Unit 1.1 · Components of a CPU · CPU Performance · Embedded Systems Unit 1.2 · ROM & RAM · Flash Memory & Virtual Memory · Data Capacity · Storage Comparison · Data Storage · Compression Unit 1.3 · LANS & WANS · Wired & Wireless Networks · Star & Mesh Topology · Network Protocols · The Concept of Layers Unit 1.4 · Malware · Network Threats · Network Vulnerabilities Unit 1.5 · Operating Systems · Utility Software Unit 1.6 · The Impacts of Technology · The Digital Divide · Legislation + Proprietary and Open Source Software Unit 2.1 · Decomposition & Abstraction · Flowcharts & Programs · Sorting Data · Sorting & Searching Programs Unit 2.2 · Selection · Iteration · Arrays (Lists) · Functions Unit 2.3 · Authentication · Maintainability · Testing Unit 2.4 · Boolean Logic & Truth Tables · Logic Gates Unit 2.5 · Programming Languages · IDEs
34 HOMEWORK ACTIVITIES - AQA GCSE COMPUTER SCIENCE 8525 (FROM 2020)
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34 HOMEWORK ACTIVITIES - AQA GCSE COMPUTER SCIENCE 8525 (FROM 2020)

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This pack consists of 34 editable homework/classwork activities that can be used to support your delivery of the course. In addition, the homework bundle also contains a suggested mark scheme for each activity. Unit 3.1 · Decomposition and Abstraction · Flowcharts and High-Level Languages · Sorting Data · Sorting & Searching Programs Unit 3.2 · Selection · Iteration · Arrays (Lists) · Functions · Improving Programs · Testing Unit 3.3 · Data Capacity · Conversions · Compression Unit 3.4 · Components of a CPU · CPU Performance · Embedded Systems · Operating Systems · Utility Software · Boolean Logic and Truth Tables · Logic Gates · Programming Languages Unit 3.5 · LANs and WANs · Wired & Wireless Networks · Star & Bus Topology · Network Protocols · The Concept of Layers Unit 3.6 · Malware · Cyber Threats · Network Vulnerabilities Unit 3.7 · Relational Databases · Relational Databases and SQL Unit 3.8 · The Impact of Technology · The Digital Divide · Impact of New Technology
TEACHER POWERPOINTS: TOPIC 4 NETWORKS 1CP2 (FROM 2020)
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TEACHER POWERPOINTS: TOPIC 4 NETWORKS 1CP2 (FROM 2020)

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These adaptable PowerPoint Presentations (121 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 4. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoint (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)
30 HOMEWORK ACTIVITIES - EDEXCEL GCSE COMPUTER SCIENCE 1CP2 (FROM 2020)
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30 HOMEWORK ACTIVITIES - EDEXCEL GCSE COMPUTER SCIENCE 1CP2 (FROM 2020)

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This pack consists of 30 editable homework/classwork activities that can be used to support your delivery of the course. In addition, the homework pack also contains a suggested mark scheme for each activity. Topic 1 & 6 · Decomposition and Abstraction · Flowcharts and Programs · Sorting Data · Sorting and Searching Programs · Selection · Arrays (Lists) · Functions · Improving Programs · Testing Topic 2 · Data Capacity · Conversions · Compression Topic 3 · Components of a CPU · CPU Performance · Embedded Systems · Storage Comparison · Operating Systems · Utility Software · Authentication · Programming Languages Topic 4 · LANS and WANS · Wired and Wireless Networks · Star and Mesh Networks · Network Protocols · The Concept of Layers Topic 5 · The Impact of Technology · The Environment · Social & Work Issues · Network Vulnerabilities
Introduction to Coding - Lessons 1 - 6 - Prof Cody Teaches Kids to Code
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Introduction to Coding - Lessons 1 - 6 - Prof Cody Teaches Kids to Code

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This resource has been produced to teach children from 8 – 14 years of age about programming concepts by creating fun activities using the visual programming language Scratch 3.0. The activities and challenges have been designed to provide a stimulating, engaging and effective way of improving students’ knowledge of core programming concepts. Students also have to complete a series of challenges at the end of each activity. Each Lesson includes: A student worksheet including activities and challenges. A teacher PowerPoint for use in class or online. A complete video tutorial. Scratch templates to get your students started. Professor Cody Teaches Kids to Code using Scratch 3.0 – 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! Lesson 1 comes with a complete video tutorial that will both engage and motivate. 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.