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Computer Science Resources

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I am a Computer Science and ICT Teacher in East London. I am Head of Computer Science, ICT and Business Studies. I have many years experience teaching Computer Science and ICT and working with both gifted and talented students as well as those less able. All my resources are currently being used and are now available to purchase. If you download any of my resources, for free or paid, I would really appreciate a positive review, to build my shop further. Thank you.

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I am a Computer Science and ICT Teacher in East London. I am Head of Computer Science, ICT and Business Studies. I have many years experience teaching Computer Science and ICT and working with both gifted and talented students as well as those less able. All my resources are currently being used and are now available to purchase. If you download any of my resources, for free or paid, I would really appreciate a positive review, to build my shop further. Thank you.
Computer Science: Intro to Computing [L5]
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Computer Science: Intro to Computing [L5]

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This Computer Science Scheme of Work is Lesson 5 of a 7 week project for KS3 students (who have 1 lesson a week). It focuses on an introduction to Computer Science, so is ideally suited for Year 7 students. It is a great introductory resource into Computer Science for Year 7 students. This is lesson 5 of the 7 lesson course. Lesson 5 covers: The main internal components of a computer system The PSU The CPU The Motherboard The Heat Sink The RAM, ROM and Hard Drive Lesson 5 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this entire Scheme of Work covers include: Hardware and Software Input, Output and Storage Devices Secondary Storage (Magnetic, Optical and Solid State) Primary Storage (RAM and ROM) Internal Components of a PC (PSU, CPU, Motherboard, Heat Sink, RAM, ROM and the Hard drive) Fetch, Decode and Execute cycle Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
Computer Science: Intro to Computing [L6]
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Computer Science: Intro to Computing [L6]

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This Computer Science Scheme of Work is Lesson 6 of a 7 week project for KS3 students (who have 1 lesson a week). It focuses on an introduction to Computer Science, so is ideally suited for Year 7 students. It is a great introductory resource into Computer Science for Year 7 students. This is lesson 6 of the 7 lesson course. Lesson 6 covers: Learning from the previous lesson, focusing on an assessment with includes multiple choice questions and short answer ones too The assessment is differentiated Lesson 6 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this entire Scheme of Work covers include: Hardware and Software Input, Output and Storage Devices Secondary Storage (Magnetic, Optical and Solid State) Primary Storage (RAM and ROM) Internal Components of a PC (PSU, CPU, Motherboard, Heat Sink, RAM, ROM and the Hard drive) Fetch, Decode and Execute cycle Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
Computer Science: Intro to Computing [L4]
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Computer Science: Intro to Computing [L4]

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This Computer Science Scheme of Work is Lesson 4 of a 7 week project for KS3 students (who have 1 lesson a week). It focuses on an introduction to Computer Science, so is ideally suited for Year 7 students. It is a great introductory resource into Computer Science for Year 7 students. This is lesson 4 of the 7 lesson course. Lesson 4 covers: Primary Storage Understanding what RAM and ROM are Recognising the differences between them Learning about Volatile and Non-Volatile memory and their differences Lesson 4 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this entire Scheme of Work covers include: Hardware and Software Input, Output and Storage Devices Secondary Storage (Magnetic, Optical and Solid State) Primary Storage (RAM and ROM) Internal Components of a PC (PSU, CPU, Motherboard, Heat Sink, RAM, ROM and the Hard drive) Fetch, Decode and Execute cycle Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
Computer Science: Programming in Python [L5]
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Computer Science: Programming in Python [L5]

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This Computer Science Scheme of Work is Lesson 5 of a 6 week project for KS3 students (who have 1 lesson a week). It focuses on text-based programming skills using Python, so is ideally suited for Year 8 students who have completed basic programming in Scratch, Kodu or Flowol. This is lesson 5 of the 6 lesson course. Lesson 5 covers: Using if statements when creating a maths quiz Using variables in a quiz to “count” a score Understanding what modules are and how they’re used in Python programming Using the time module to “delay” code executing Lesson 5 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Using Interactive and Script Mode Understanding what a Syntax Errors Using the print Function to output text Being able to create and use variables Using the input Function with user input Understanding about the different data types Using Mathematical Operators Using the int Function Understanding what Selection Statements are Using Comparison Operators with code Understanding what Python Modules are Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. In addition, the Python programs that are part of the varying challenges and tasks are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
Computer Science: Staying Safe Online [L6]
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Computer Science: Staying Safe Online [L6]

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This Computer Science Scheme of Work is Lesson 6 of a 10 week project for KS3 students (who have 1 lesson a week). It focuses on staying safe online, online dangers and viruses, social engineering, etc, so is ideally suited for Year 7 students. It is a great introductory resource for new Year 7 students. This is lesson 6 of the 10 lesson course. The objectives for Lesson 6 are: Understand what a Flash card is, and the benefits of creating them. State what revision is and why we do it. Describe the many categories and topics of learning from the previous lessons. The purpose of this lesson is to prepare students for the Staying Safe Online Assessment, by teaching them revision techniques and giving them time to hone their skills and improve their knowledge. The skills this entire Scheme of Work covers include: Online Stranger Danger Cyberbullying Personal Data Social Networking Malware Viruses, Worms Trojan Horses, Spyware Social Engineering Blagging, Phishing Pharming, Shouldering Worksheets (including differentiated tasks) are included, along with three homeworks which are linked to the SOW. There are two assessments during the SOW. The assessments include a mark scheme, feedback lesson and a printable feedback sheet. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Staying Safe Online [L10]
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Computer Science: Staying Safe Online [L10]

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This Computer Science Scheme of Work is Lesson 10 of a 10 week project for KS3 students (who have 1 lesson a week). It focuses on staying safe online, online dangers and viruses, social engineering, etc, so is ideally suited for Year 7 students. It is a great introductory resource for new Year 7 students. This is lesson 10 of the 10 lesson course. The objectives for Lesson 10 are: Understand how to use teacher feedback to improve understanding. Analyse teacher resources to add further detail to your work. Examine a poster design and assess how to improve it, without loosing the important message. This lesson focuses on providing feedback to the student regarding their recent Staying Safe Online assessment. All answers are provided in this PowerPoint. The skills this entire Scheme of Work covers include: Online Stranger Danger Cyberbullying Personal Data Social Networking Malware Viruses, Worms Trojan Horses, Spyware Social Engineering Blagging, Phishing Pharming, Shouldering Worksheets (including differentiated tasks) are included, along with three homeworks which are linked to the SOW. There are two assessments during the SOW. The assessments include a mark scheme, feedback lesson and a printable feedback sheet. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Staying Safe Online [L9]
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Computer Science: Staying Safe Online [L9]

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This Computer Science Scheme of Work is Lesson 9 of a 10 week project for KS3 students (who have 1 lesson a week). It focuses on staying safe online, online dangers and viruses, social engineering, etc, so is ideally suited for Year 7 students. It is a great introductory resource for new Year 7 students. This is lesson 9 of the 10 lesson course. The objectives for Lesson 9 are: Understand how to write your own quiz questions, including multiple choice and short answer. Understand how to write a mark scheme, that includes the answers to your quiz. Feedback a friend on the quality of their quiz, offering them www and ebi comments. The skills this entire Scheme of Work covers include: Online Stranger Danger Cyberbullying Personal Data Social Networking Malware Viruses, Worms Trojan Horses, Spyware Social Engineering Blagging, Phishing Pharming, Shouldering Worksheets (including differentiated tasks) are included, along with three homeworks which are linked to the SOW. There are two assessments during the SOW. The assessments include a mark scheme, feedback lesson and a printable feedback sheet. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Coding in HTML [L3]
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Computer Science: Coding in HTML [L3]

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This Computer Science Scheme of Work is a 5 week project for KS3 students (who have 1 lesson a week). It focuses on basic website development using HTML, so is ideally suited for Year 7 students. This is lesson 3 of the 5 lesson course. Lesson 3 covers: Understanding the importance of using images on websites Using the IMG SRC tags to import images Editing images by changing their width Using the style tag in the head section (colours, fonts, etc) Lesson 3 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills and learning this Scheme of Work covers include: What is HTML Writing and understanding the Basic Structure Opening the website in editable form Understanding the Body section Using the P tag (paragraphs) Using the H1, H2 etc tags (headers) Using the UL and LI tags (bullet points) Using the OL and LI tags (numbered list) Using the IMG SRC tags to import images Editing images by changing their width Using the style tag in the head section (colours, fonts, etc) Inserting scrolling marquees Creating website hyperlinks Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft Publisher. Step-by-step instructions are included for the students (and teacher) which detail exactly how to create websites in HTML. This SOW can be used by students (and teachers) who have little or no experience of programming. In addition, the HTML websites that are used in the step-by-step guides are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Coding in HTML [L4]
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Computer Science: Coding in HTML [L4]

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This Computer Science Scheme of Work is a 5 week project for KS3 students (who have 1 lesson a week). It focuses on basic website development using HTML, so is ideally suited for Year 7 students. This is lesson 4 of the 5 lesson course. Lesson 4 covers: Three differentiated challenges, looking at more advanced features of HTML websites. Changing websites fonts using font-family tags Inserting scrolling marquees Changing the settings of scrolling marquees Creating website hyperlinks Lesson 4 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills and learning this Scheme of Work covers include: What is HTML Writing and understanding the Basic Structure Opening the website in editable form Understanding the Body section Using the P tag (paragraphs) Using the H1, H2 etc tags (headers) Using the UL and LI tags (bullet points) Using the OL and LI tags (numbered list) Using the IMG SRC tags to import images Editing images by changing their width Using the style tag in the head section (colours, fonts, etc) Inserting scrolling marquees Creating website hyperlinks Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft Publisher. Step-by-step instructions are included for the students (and teacher) which detail exactly how to create websites in HTML. This SOW can be used by students (and teachers) who have little or no experience of programming. In addition, the HTML websites that are used in the step-by-step guides are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Coding in HTML [L5]
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Computer Science: Coding in HTML [L5]

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This Computer Science Scheme of Work is a 5 week project for KS3 students (who have 1 lesson a week). It focuses on basic website development using HTML, so is ideally suited for Year 7 students. This is lesson 5 of the 5 lesson course. Lesson 5 covers: The concept of creating a fully unique website A PLC is included to guide the students with adding as many different HTML features as possible There is an assessment opportunity at the end Lesson 5 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills and learning this Scheme of Work covers include: What is HTML Writing and understanding the Basic Structure Opening the website in editable form Understanding the Body section Using the P tag (paragraphs) Using the H1, H2 etc tags (headers) Using the UL and LI tags (bullet points) Using the OL and LI tags (numbered list) Using the IMG SRC tags to import images Editing images by changing their width Using the style tag in the head section (colours, fonts, etc) Inserting scrolling marquees Creating website hyperlinks Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft Publisher. Step-by-step instructions are included for the students (and teacher) which detail exactly how to create websites in HTML. This SOW can be used by students (and teachers) who have little or no experience of programming. In addition, the HTML websites that are used in the step-by-step guides are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Coding in HTML [L2]
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Computer Science: Coding in HTML [L2]

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This Computer Science Scheme of Work is a 5 week project for KS3 students (who have 1 lesson a week). It focuses on basic website development using HTML, so is ideally suited for Year 7 students. This is lesson 2 of the 5 lesson course. Lesson 2 covers: Using the title tag to create a unique website tab Using the H1, H2 etc tags (headers) Using the UL and LI tags (bullet points) Using the OL and LI tags (numbered list) Using understanding from Lesson 1 and 2 to create a unique website, using as many of the learnt HTML tags as possible Lesson 2 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills and learning this Scheme of Work covers include: What is HTML Writing and understanding the Basic Structure Opening the website in editable form Understanding the Body section Using the P tag (paragraphs) Using the H1, H2 etc tags (headers) Using the UL and LI tags (bullet points) Using the OL and LI tags (numbered list) Using the IMG SRC tags to import images Editing images by changing their width Using the style tag in the head section (colours, fonts, etc) Inserting scrolling marquees Creating website hyperlinks Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft Publisher. Step-by-step instructions are included for the students (and teacher) which detail exactly how to create websites in HTML. This SOW can be used by students (and teachers) who have little or no experience of programming. In addition, the HTML websites that are used in the step-by-step guides are included, reducing teacher time as the resources don’t need to be created. The linked worksheets are provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
Computer Science: Algorithms in Scratch [L5+6]
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Computer Science: Algorithms in Scratch [L5+6]

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This Computer Science Scheme of Work is Lesson 5 and 6 of a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Scratch, so is ideally suited for Year 7 students. It is a great introductory resource into Computer Programming for Year 7 students. This is lesson 5 and 6 of the 6 lesson course. Lesson 5 and 6 covers: Creating a unique game Providing ideas and inspiration to students Including guides for sprite and stage design A PLC for students to refer to for game complexity Lesson 5 and 6 are being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this entire Scheme of Work covers include: Understanding the Command Blocks Using Sprites (importing, editing and creating) Using Stages (importing, editing and creating) Programming movement algorithms Programming automatic costume change Using Forever loops Using Repeat Until loops Programming variables Using operators with variables Programming Random movement Broadcasting instructions Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. In addition, ALL Scratch games that are used in teacher demonstrations and student tasks are included for your information. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
Computer Science: Algorithms in Scratch [L2]
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Computer Science: Algorithms in Scratch [L2]

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This Computer Science Scheme of Work is Lesson 2 of a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Scratch, so is ideally suited for Year 7 students. It is a great introductory resource into Computer Programming for Year 7 students. This is lesson 2 of the 6 lesson course. Lesson 2 covers: Understanding blocks of code Programming a sprite (character) to move Looking at different “movement” techniques Looking at explaining and annotating code Lesson 2 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this entire Scheme of Work covers include: Understanding the Command Blocks Using Sprites (importing, editing and creating) Using Stages (importing, editing and creating) Programming movement algorithms Programming automatic costume change Using Forever loops Using Repeat Until loops Programming variables Using operators with variables Programming Random movement Broadcasting instructions Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. In addition, ALL Scratch games that are used in teacher demonstrations and student tasks are included for your information. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
OCR Creative iMedia R081: Pre-Production L2
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OCR Creative iMedia R081: Pre-Production L2

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OCR Creative iMedia: R081 Pre-Production Skills Lesson 2 This ICT Scheme of Work is a 5 week project for KS4 students (who have 2 lessons a week). This Scheme of Work was created to introduce students to the OCR Creative iMedia course, focusing on the module R081; Pre-Production skills. It focuses on introducing students to this mandatory module, to give them a good overview on many of the principles of R081 while creating engaging and enjoyable lessons, with many practical tasks that need to be completed. It includes a 4 lesson project at the end of the scheme of work, where students can put their understanding to practice, creating various pre-production elements. This is lesson 2 of the 10 lesson course. Lesson 2 covers an introduction to mind maps (spider diagrams). The lesson includes examples, an explanation and then a task that the students must complete. Lesson 2 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding moodboards Looking at mind maps (spider diagrams) Creating and understanding storyboards Focusing on camera angles Looking at different camera shots and focus Learning about scripts Four lesson project The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individual lessons or purchase a bundle. Thank you for reading.
Computer Science: Programming in Kodu [L2]
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Computer Science: Programming in Kodu [L2]

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This Computer Science Scheme of Work is a 7 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Kodu, a 3D games maker which is free to download from Microsoft, so is ideally suited for Year 8 students. This is lesson 2 of the 7 lesson course. Lesson 2 covers: Understanding how to program “Kodu” to move in the “world” Creating a sequence of intructions to allow Kodu to move, eat and win Adding extension features to this “mini” game showing further understanding of sequencing and computational thinking Lesson 2 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: An introduction to Kodu Looking at the user interface and understanding the various control buttons Creating a unique “world” using the UI Understanding how to program “Kodu” to move in the “world” Creating a sequence of intructions to allow Kodu to move, eat and win Looking at the importance of creating code for automated movement Following instructions to create three automated movement techniques; randomly wander, when see and follow path Adding more advanced features, such as countdown timer, bonus coin and game levels Understanding how to create a unique game using all previous learning and understanding Following a PLC to guide the students with adding as many different game features as possible with their unique game Each lesson begins with objectives and outcomes being introduced to the students. Many of the tasks include detailed step-by-step instructions. Teachers can demonstrate the process themselves and then allow the students to use the step-by-step guides to complete the challenges themselves. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft Publisher. The linked worksheets are also provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.
OCR Creative iMedia R081: Pre-Production L4
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OCR Creative iMedia R081: Pre-Production L4

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OCR Creative iMedia: R081 Pre-Production Skills Lesson 4 This ICT Scheme of Work is a 5 week project for KS4 students (who have 2 lessons a week). This Scheme of Work was created to introduce students to the OCR Creative iMedia course, focusing on the module R081; Pre-Production skills. It focuses on introducing students to this mandatory module, to give them a good overview on many of the principles of R081 while creating engaging and enjoyable lessons, with many practical tasks that need to be completed. It includes a 4 lesson project at the end of the scheme of work, where students can put their understanding to practice, creating various pre-production elements. This is lesson 4 of the 10 lesson course. Lesson 4 covers an introduction to camera angles used in movies, TV etc. The lesson includes examples, videos, an explanation of each angle and then a task that the students must complete. Lesson 4 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding moodboards Looking at mind maps (spider diagrams) Creating and understanding storyboards Focusing on camera angles Looking at different camera shots and focus Learning about scripts Four lesson project The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individual lessons or purchase a bundle. Thank you for reading.
Computer Science: Algorithms in Scratch [L3]
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Computer Science: Algorithms in Scratch [L3]

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This Computer Science Scheme of Work is Lesson 3 of a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Scratch, so is ideally suited for Year 7 students. It is a great introductory resource into Computer Programming for Year 7 students. This is lesson 3 of the 6 lesson course. Lesson 3 covers: Sprite and stage interaction Sprite and sprite interaction Creating a “Shark Attack” style game Lesson 3 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this entire Scheme of Work covers include: Understanding the Command Blocks Using Sprites (importing, editing and creating) Using Stages (importing, editing and creating) Programming movement algorithms Programming automatic costume change Using Forever loops Using Repeat Until loops Programming variables Using operators with variables Programming Random movement Broadcasting instructions Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. In addition, ALL Scratch games that are used in teacher demonstrations and student tasks are included for your information. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
Computer Science: Algorithms in Scratch [L4]
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Computer Science: Algorithms in Scratch [L4]

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This Computer Science Scheme of Work is Lesson 4 of a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Scratch, so is ideally suited for Year 7 students. It is a great introductory resource into Computer Programming for Year 7 students. This is lesson 4 of the 6 lesson course. Lesson 4 covers: Understanding the term variable, operator and broadcast Learning how to use variables and operators in programming Using variables and operators to create complex code Learning how to “broadcast” a message to activate an “event” Lesson 4 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this entire Scheme of Work covers include: Understanding the Command Blocks Using Sprites (importing, editing and creating) Using Stages (importing, editing and creating) Programming movement algorithms Programming automatic costume change Using Forever loops Using Repeat Until loops Programming variables Using operators with variables Programming Random movement Broadcasting instructions Each lesson begins with objectives and outcomes being introduced to the students. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft PowerPoint, Publisher and Word. In addition, ALL Scratch games that are used in teacher demonstrations and student tasks are included for your information. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individually lessons or purchase a bundle. Thank you for reading.
OCR Creative iMedia R081: Pre-Production L7 to 10
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OCR Creative iMedia R081: Pre-Production L7 to 10

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OCR Creative iMedia: R081 Pre-Production Skills Lesson 7 to 10 This ICT Scheme of Work is a 5 week project for KS4 students (who have 2 lessons a week). This Scheme of Work was created to introduce students to the OCR Creative iMedia course, focusing on the module R081; Pre-Production skills. It focuses on introducing students to this mandatory module, to give them a good overview on many of the principles of R081 while creating engaging and enjoyable lessons, with many practical tasks that need to be completed. It includes a 4 lesson project at the end of the scheme of work, where students can put their understanding to practice, creating various pre-production elements. This is lesson 7 to 10 of the 10 lesson course. This resource covers introduces the students to a four lesson project, which involves them creating pre-production materials for a given scenario. This Lesson is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: Understanding moodboards Looking at mind maps (spider diagrams) Creating and understanding storyboards Focusing on camera angles Looking at different camera shots and focus Learning about scripts Four lesson project The main SOW is generated using Microsoft PowerPoint, and the information appears using basic animations, so students can experience the information one part at a time. The linked worksheets are provided in Microsoft Word. All resources are FULLY editable, so they can be adapted to suit the needs of your students. I would really appreciate your feedback on my work, whether you download the free resource, pay for individual lessons or purchase a bundle. Thank you for reading.
Computer Science: Programming in Kodu [L3]
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Computer Science: Programming in Kodu [L3]

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This Computer Science Scheme of Work is a 7 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Kodu, a 3D games maker which is free to download from Microsoft, so is ideally suited for Year 8 students. This is lesson 3 of the 7 lesson course. Lesson 3 covers: Looking at the importance of creating code for automated movement Following instructions to create three automated movement techniques; randomly wander, when see and follow path Adding automated movement into the lesson 2 game to make it more advanced Lesson 3 is being sold at a low price. To grab a bargain, select the bundle package for the entire SOW! The skills this Scheme of Work covers include: An introduction to Kodu Looking at the user interface and understanding the various control buttons Creating a unique “world” using the UI Understanding how to program “Kodu” to move in the “world” Creating a sequence of instructions to allow Kodu to move, eat and win Looking at the importance of creating code for automated movement Following instructions to create three automated movement techniques; randomly wander, when see and follow path Adding more advanced features, such as countdown timer, bonus coin and game levels Understanding how to create a unique game using all previous learning and understanding Following a PLC to guide the students with adding as many different game features as possible with their unique game Each lesson begins with objectives and outcomes being introduced to the students. Many of the tasks include detailed step-by-step instructions. Teachers can demonstrate the process themselves and then allow the students to use the step-by-step guides to complete the challenges themselves. Worksheets (including differentiated tasks) are included, along with two homeworks which are linked to the SOW. There is room for two assessments during the SOW. However these assessments are NOT included (only blank slides are left), due to different schools assessing student work in varying ways. However if you want the assessments linked to this SOW I am more than happy to provide them for free if required, when this SOW is purchased. The main SOW is generated using Microsoft Publisher. The linked worksheets are also provided in Microsoft Publisher. All resources are FULLY editable, so they can be adapted to suit the needs of your students.