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Head of Department at an Outstanding School. I was nominated as one of the top 50 teachers in the Global Teachers Prize. I am a Microsoft Innovative Expert Educator, a Microsoft Fellow and a Microsoft Certified Trainer working in a Google School. I received the Microsoft Award for innovation in ICT, Education Department Provincial Award for Best ICT Practice and Eduweek’s Best Classroom Practice.

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Head of Department at an Outstanding School. I was nominated as one of the top 50 teachers in the Global Teachers Prize. I am a Microsoft Innovative Expert Educator, a Microsoft Fellow and a Microsoft Certified Trainer working in a Google School. I received the Microsoft Award for innovation in ICT, Education Department Provincial Award for Best ICT Practice and Eduweek’s Best Classroom Practice.
Mail Merge Office 2010  Book 2
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Mail Merge Office 2010 Book 2

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Mail Merge Office 2010 Book 2 This is a 6 page booklet for the students to use to create a mail merge with instructions and screen shots for ease of use. In this exercise you will learn how to: 1. Use an existing database to set up a new mail merged letter 2. Select specific records for merging 3. Change other default settings when merging
Mail Merge Office 2010  Book 1
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Mail Merge Office 2010 Book 1

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Mail Merge Office 2010 Book 1 This is a 7 page booklet for the students to use to create a mail merge with instructions and screen shots for ease of use. Mail merge is an important business tool allowing you to add personalised details into a standard message. Most posted letters and bills are created by using mail merge. Everything from utility bills to party invites can be personalised using mail merge. In this exercise you will learn how to: 1. Create a simple database within Word 2. Change the field names from the standard ones given in Word 3. Combine that database with a letter 4. Create a mail merge
Mail Merge Office 2010  Book 3
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Mail Merge Office 2010 Book 3

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Mail Merge Office 2010 Book 3 This is a 7 page booklet for the students to use to create a mail merge with instructions and screen shots for ease of use. Mail merge is used for tasks where many copies of a document must be made each one having slightly different personal details such as standard letters that need to be individually addressed. In this exercise you will learn how to: 1. Add new field names and change the standard ones given in WORD. 2. Insert your new field names into the text of a letter.
ECDL Productivity Week 2 - 3
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ECDL Productivity Week 2 - 3

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This is a 13 slide PowerPoint presentation that allows the students to create 2 different campaigns. There is a worksheet included Learning Objectives Use the best software for a specific task. Evaluate if the IT tools selected were appropriate for the task Describe ways to make further improvements to work
Scratch 1.4 Lesson 6 – co-ordinates, subroutines, variables and user input
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Scratch 1.4 Lesson 6 – co-ordinates, subroutines, variables and user input

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Scratch 1.4 Lesson 6 – co-ordinates, subroutines, variables and user input This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 12 page document. Learning Objectives You will understand how to:  Delete a sprite and import a new sprite  Draw using the pen feature of Scratch  Use the pen up and pen down feature  Change the colour of the pen  Set the position of the sprite using co-ordinates  Make a sprite appear and disappear using show and hide  Add variables to your program to change the direction of movement  Use the broadcast feature in Scratch to create subroutines  Use subroutines to saves code and make the program more efficient and easier to edit  Enable user input to set the number of sides of each shape
Scratch 1.4 Lesson 4 – Monkey Game
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Scratch 1.4 Lesson 4 – Monkey Game

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Scratch 1.4 Lesson 4 – Monkey Game This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 8 page document. Learning Objectives: You will understand:  The following key terms – variable, operator, IF..Else…repeat until  How to give the user instructions at the beginning of the game  How to use broadcast to start the game  GREATER THAN and LESS THAN symbols  BOOLEAN LOGIC as it applies to combining conditions necessary for game outcomes.  Combine different conditions using If…Else.. to govern the game outcome  How to animate a sprite using costumes  How to control the movement of a sprite using arrow keys  How to design a maze on the stage  How to make sprites interact with the background by using colours  The range of coordinates available on the stage in Scratch  How to make sprites start in a pre-set starting position using co-ordinates  How to make objects to disappear and reappear in a random position
Scratch 1.4 Lesson 1 – Game Basics
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Scratch 1.4 Lesson 1 – Game Basics

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This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 16 page document. Learning Objectives You will understand how to:  Create a simple script that animates the sprite automatically  Create a script that allows the user to control the movement of the sprite using the arrow keys  Combine the different scripts to work together on the same sprite  Make the sprite reverse direction  Edit the stage using the Paint Editor facility within Scratch  Make the sprite react to the background  Import a new sprite from the ones available within scratch  Create and edit new costumes for an existing sprite  Create a simple script that move the sprite automatically  Create variables to set the score and the countdown  Set a sprite to start in a certain position  Save your work
Scratch 1.4 Lesson 2 – Pac Man Style Game
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Scratch 1.4 Lesson 2 – Pac Man Style Game

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Lesson 2 – Pac Man Style Game This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 12 page document. Learning Objectives You will understand how to: • Delete, resize and draw new sprites • Draw new costumes and use them to animate a sprite • Control the movement of a sprite using arrow keys • Design a maze on the stage • Make sprites interact with the background by using colours • Make sprites start in a pre-set starting position using co-ordinates • Make objects disappear and reappear in a random position • Create variables to set up scoring in the game • Make an autonomous sprite chase the sprite controlled by the player
Scratch 1.4 Lesson 5 - Creating Graphics
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Scratch 1.4 Lesson 5 - Creating Graphics

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Scratch 1.4 Lesson 5 - Creating Graphics This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 14 page document. Learning Objectives You will understand how to:  Delete a sprite and import a new sprite  Draw using the pen feature of scratch  Use the pen up and pen down feature  Change the colour of the pen  Set the position of the sprite using co-ordinates  Make a sprite appear and disappear using show and hide  Use the repeat function in Scratch  Use the broadcast feature in Scratch  Create simple subroutines
Scratch 1.4 Lesson 3 - Underwater Game
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Scratch 1.4 Lesson 3 - Underwater Game

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Using Scratch 1.4 Lesson 3 - Underwater Game This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 16 page document. Learning Objectives You will understand how to:  Import sprites  Edit costumes of sprites given in Scratch  Animate sprites using scripts  Control the movement of sprites using the arrow keys  Create scripts that move sprites around automatically  Create interaction between sprites  Use co-ordinates and random numbers to set start position of sprites  Use variables and scripts to allow scoring and countdown  Use backgrounds built into Scratch  Making autonomous sprites
ECDL Week 2 Video
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ECDL Week 2 Video

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ECDL Week 2 Video Complete ECDL week 2 video on how to teach ECDL. The nice thing about this video is that your students can watch it and do the assignment. You as a teacher are not involved in the actual teaching. It gives you the freedom to assist other students if they need help!!
ECDL Week 4
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ECDL Week 4

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ECDL Week 4 Complete ECDL week 4 video on how to teach ECDL. The nice thing about this video is that your students can watch it and do the assignment. You as a teacher are not involved in the actual teaching. It gives you the freedom to assist other students if they need help!!
Python Version 3: Variables and Memory
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Python Version 3: Variables and Memory

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Python Version 3: Variables and Memory This is a high resolution poster that shows Variables and Memory. This is ideal as a poster on the wall or as a quick reference for the students. It covers variables, initialise, assign, identifier and memory address locations. The zip files contains the poster in both high resolution for a poster on the wall and a lower resolution to print in the students books or to place on the students drive. Please have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of other Python teaching resources.
Python 3: Variables with instructional videos
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Python 3: Variables with instructional videos

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Computer Science new curriculum Python 3: Variables with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Lesson outcome: To be able to use different data type variables, create a flowchart and pseudocode for creating a number guessing game. Lesson Aim: To introduce and use variables. This 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), (The videos covers: variables, data types, flowcharts and pseudocode.) differentiated exercises, and the completed flowchart and pseudocode Download all the files into the same folder and run Python 3 Power Point 3.variables Have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of each unit
Python 3: Variables 3 x 1 hour lessons with instructional videos
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Python 3: Variables 3 x 1 hour lessons with instructional videos

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Computer Science new curriculum Python 3:Variables 3 x 1 hour lessons with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Each 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), differentiated exercises, and the completed python files. Download all the files into the same folder and run Python Variables Power Point. Have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of each unit
Python 3: Variables Lesson 3 with instructional videos
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Python 3: Variables Lesson 3 with instructional videos

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Computer Science new curriculum Python 3: Variables Lesson 3 with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for Programming in Python for GCSE (9-1) in Computer Science. Lesson outcome: Students will understand how variables are stored and how their value can be set through initialisation and assignment. Lesson Aim: To understand how the value of a variable is stored and the difference between variables and constants. This 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), (The videos covers: variable, constant, initialise, assignment token, memory address location, assign and python identifier) differentiated exercises, and the completed python files Download all the files into the same folder and run Python 3 Power Point variables 3 Have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of what is included in each unit
Python 3: Variables Lesson 2 with instructional videos
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Python 3: Variables Lesson 2 with instructional videos

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Computer Science new curriculum Python 3: Variables Lesson 2 with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Lesson outcome: To be able to create a number guessing game using variables, input and import random Lesson Aim: To introduce and use variables to create a number guessing game. This 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), (The videos covers: variables, data types, constants, random and import.) differentiated exercises, and the completed python files Download all the files into the same folder and run Python 3 Power Point 3.variables Have a look at https://www.tes.com/teaching-resource/python-version-3-sample-11943102 for a sample of each unit