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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.
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.
Video Tutorial Lesson 5 - Using Procedures & Functions - Prof Cody Teaches Kids to Code
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Video Tutorial Lesson 5 - Using Procedures & Functions - Prof Cody Teaches Kids to Code

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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. Students also have to complete a series of challenges at the end of each activity.
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)
Systems Architecture Test - GCSE Computer Science
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Systems Architecture 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.
Storage Test - GCSE Computer Science
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Storage 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 has been 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.
Systems Security Test - GCSE Computer Science
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Systems Security 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 has been 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 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
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.
Wired and Wireless Networks Test - GCSE Computer Science
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Wired and Wireless Networks 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 has been 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.
Systems Software Test - GCSE Computer Science
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Systems Software 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 has been 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.
Moral, Ethical and Environmental Concerns Test - GCSE Computer Science
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Moral, Ethical and Environmental Concerns 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 has been 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.
NEA Support Pack - GCSE Computer Science (9-1) OCR
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NEA Support Pack - GCSE Computer Science (9-1) OCR

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This photocopiable resource has been produced to ensure that your students are able to successfully complete the OCR Computer Science GCSE NEA. This support pack is designed to provide a stimulating, engaging and effective way of preparing both teachers and students for the Non-Examined Assessment Component of the 9-1 GCSE in computer science. The pack contains: Introduction for students - NEA Procedures Technical Preparation for the NEA component J276 Programming project Sample Task 1 - Archside Academy Detention Database. Including: NEA sample project scenario NEA sample student solution NEA sample Python code J276 Programming project Sample Task 2 - Quiz Board Game Including: NEA sample project scenario NEA sample student solution NEA sample Python code 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
KS3 Unit - What is Computational Thinking?
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KS3 Unit - What is Computational Thinking?

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This unit provides detailed teaching resources to teach students about computational thinking and includes at least 6 hours of lessons.Students develop simple algorithms and learn about key terminology such decomposition, abstraction and pattern recognition. This unit includes a: PowerPoint presentation (43 Slides) PDF teaching file Unit Test (including mark scheme) These resources can be used by a computing teacher or a non-specialist teacher to teach about computational thinking. This unit can be taught in a classroom with no computers. What will students learn in Unit 1? ALL STUDENTS • I understand the terms algorithm, decompose, abstraction and pattern recognition. • I can produce a simple algorithm that solves a problem. MOST STUDENTS • I can produce an algorithm that solves a problem. • I can apply the terms algorithm, decompose, abstraction and pattern recognition. SOME STUDENTS • I can compare two algorithms that perform the same task and understand why one algorithm is more efficient than another algorithm.
Python Games - Horse Racing
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Python Games - Horse Racing

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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 Python in a fun standalone project. Students learn about the random module, while loops, IF functions and variables. The project takes around one hour to complete and includes a series of activities to extend learning.
Python Games - Guess the Number
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Python Games - Guess the Number

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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 Python in a fun standalone project. Guess the number -Students have fun making a game to guess the number. They learn to use IF-ELSE Statements, the random module, variables and nested IFs. The project takes around one hour to complete and includes a series of activities to extend learning.
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