With a few decades of experience teaching Computer Science, Business and IT, this shop has a variety of resources for KS3 Computing as well as the KS4 GCSE Computer Science, GCSE Business, BTEC Business and BTEC TA DIT. More resources coming in the near future.
With a few decades of experience teaching Computer Science, Business and IT, this shop has a variety of resources for KS3 Computing as well as the KS4 GCSE Computer Science, GCSE Business, BTEC Business and BTEC TA DIT. More resources coming in the near future.
The Name Game
'Easy Markers' - Ensure your students get the 'identification' questions in the A451 exam with these knowledge wheels.
Use them as discussion tools, plenary activities or for 1-2-1 revision with low ability students.
Model used for controlled assessments.
Used with students midway through OCR 20 Programming Challenges, to get Year 10 students to reflect and focus on the different stages in the Programming Cycle of Assessment and the importance.
Class discussion of each stage, followed by students explaining and evidencing each stage.
This enables them to work at a higher level and to understand the process required in September.
Designed as prompt cards to remind students of programming skills developed in the 'Introduction to Python' and 'Python Efficiency' units.
Whilst students attempt OCR's '20 Programming Challenges', these cards are useful for reminding students of programming techniques such as iteration, selection, list (arrays), functions, SQL etc.
Created so they can be printed out on card, and displayed in pockets at the front of class. Students then collect and refer to during the tasks preparing them for the controlled assessment in September.
Also a 'compilation set' for students for revision purposes.
Key Stage 3 Computer Science
A unit which introduces Year 7 students to the Computer System.
Theory is used to create an animation in Flash, thus developing ICT skills whilst learning Computer Science theory.
Developing unit during Spring Term 2, so more resources to follow shortly.
Key Stage 3 Computer Science
CS1 Understanding Computers
Scheme of Work and e-learning 'Working Document' with self-assessment differentiated checklist.
Key Stage 3 Computer Science
CS1 Understanding Computers
Numeracy bridge lesson
This lesson bridges the gap between the PA1 Scratch unit and CS1 Understanding Computers unit for Year 7.
The lesson focuses on the computer system - Input - Process - Storage Output.
The activities are based around the Little Man Computer simulation.
Key Stage 3 Computer Science
CS1 Understanding Computers
Lesson 2: Introducing Flash
Creating a title sequence for the 'Understanding Computers' animation
In this unit, students are introduced to the theory of how a computer works (basic level - Year 7). They will learn the theory and develop ICT skills in Flash concurrently, creating an animation summarising key learning.
Lesson plan
Flash student activity
Example animations of title sequence (differentiated).
Python Efficiency Module:
Recapping on lists from introductory unit to Python.
Manipulating lists.
Using Lists in Python 09.02.17
Success Criteria:
Create list
Print list and elements in list
Add elements to a list
Alter elements in a list
Remove elements from a list
Sort elements in a list
Activity
Python code in a text file.
GCSE Computer Science 9-1
Assessment on unit covered so far:
Systems Architecture - Von Neumann Architecture, Components of the CPU.
Translators & Facilitators - Low Level Language, Assembly Language and High Level Language.
Algorithm - Binary search and merge sorting.
Teacher assessment criteria (Low Ability, Medium Ability, High Ability)
Lesson 8 Feedback Page
Final lesson in the HTML and Dreamweaver unit for KS3
Unit has been on Systems Security.
The final webpage teaches students how to create forms in Dreamweaver using different types of questions.
Differentiated resources.
How to:
Use imported modules in a Python program
Introductory lesson to:
random
time
turtle
tkinter
Developing students use of the programming cycle: Analyse, Plan, Success Criteria, Develop, Test and Evaluate.
Python code in notepad - copy and paste into Python.
Designed to help lower-ability students remember basic facts about computer hardware.
Input devices
Output devices
Storage devices - remembering which is which - Magnetic, optical, SSD and Flash.
Red - easy to remember, green - try to remember, yellow - you know you want to succeed!
Comparison of High Level Language, Assembly language and Low Level Language - Lesson 2:
Theory & practice:
High - Python (Iteration)
Assembly - Little Man Computer (Iteration)
Low - Binary subtraction (using Op Code and Operand)
A follow-on unit to Python Basics.
Introducing procedures and functions for more efficient code.
Procedures & Functions
Using menus (selection)
Adding to and reading from file.
Importing modules
Using lists
Using SQL to search for data
Python Efficiency module - using functions.
Adding to file.
Reading from file.
Explanation
Example with annotation.
Practice task.
Code included for teacher example.
PA1 Scratch
Introducing programming concepts through visual-based learning
Programming Concept - Knowledge and Application test
Screenshots provided in the Word document in case you are not using the offline editor Scratch 2.