Welcome to my TES shop! I am a subject leader for ICT & Computer Science, creating and sharing resources to support teachers in delivering ICT, Computer Science, Computational Thinking and the Digital Competence Framework. For more resources, visit robbotresources.com
email: carl@robbotresources.com
Welcome to my TES shop! I am a subject leader for ICT & Computer Science, creating and sharing resources to support teachers in delivering ICT, Computer Science, Computational Thinking and the Digital Competence Framework. For more resources, visit robbotresources.com
email: carl@robbotresources.com
Part 4 of a series of 7 introductory lessons on how to use Python through the use of the IDLE GUI.
Within Part 4 you will learn how to make your code perform different actions through the use of decisions. You will learn how to check for a condition through the use of logic and Boolean operators and apply them within simple if statements before learning how to check for multiple outcomes using the ELSE and ELIF functions.
Learn new programming skills through clearly presented explanations before applying your newly developed skills within a series of easy to follow tasks, explained through written explanations as well as flowcharts and/or pseudo code.
Each unit in this series is fully differentiated using Rob-Bot Resources’ unique Rookie, Pro and Beast leveling system; apply your new programming skills by completing the introductory Rookie tasks. Once you've got a grip of the basics, push yourself by completing the Pro exercises before finally testing your skills by completing the Beast scenarios.
Once you have completed the practice tasks it’s time to test your skills within the differentiated programming challenges!
All task and challenge coding solutions are also included.
Suitable for both KS3 and KS4 classes.
***Please leave a review :) ***
Rob-Bot! is a fun and exciting card game that also helps develop your Computational Thinking skills!
Rob-Bot! consists of a pack of 57 playing cards, each of which contains 8 different characters or objects (there are 57 characters and objects to find in total). Each card contains one character or object which matches to one in every other card in the pack.
Normal game (2-4 players)
Deal out all the cards.
The player to the left of the dealer starts by placing down their card
The other player(s) must identify a character or object that is both on the card that has been placed down and their own card.
Once identified, the player must state which character or object is the same and place down the card.
The player who gets rid of cards the first wins.
How does Rob-Bot! develop Computational Thinking skills?
Decomposition: Identifying specific characters and objects on the cards.
Pattern Recognition: Searching for and finding the same character or object on your card and the card in play.
Abstraction: Dismissing and filtering out characters and objects on your card that don’t match those on the card in play.
Algorithm Design: Develop and refine the technique of searching for and identifying the matching characters and objects.
Use Rob-Bot! to develop keywords in the following topic areas:
Computational thinking
Computer systems
Networks
Algorithm design
Embedded systems
Logic gates
Malware
This resource includes a PDF which includes all the cards and instructions on how to print.
Suitable for ages 6+
**What is an array? How are they used within algorithms?! **
Within this short unit of work (2-3 lessons) students will learn:
what an array is and how they are used.
to create, edit, input and output information to and from an array.
to use both one and two dimensional arrays
As well as activities and tasks within the lessons, final differentiated (Rookie, Pro and Beast level) challenges have been included to consolidate learning.
All required resources are included within the PowerPoint. There are some items that require printing within the resource section at the end.
It is recommended that this resources is used after completing GCSE 9-1 Computer Science: KS4 Algorithm Design
Within this unit of work, your students will learn to:
To understand different methods of searching data within an array:
Linear search
Binary search
Explain how both methods work.
To identify advantages and disadvantages of using both techniques.
Students will learn about how both searching methods work through clearly presented explanations, pseudocode, diagrams and animations. Students will develop and consolidate their understanding through a range of tasks and activities including the creation of searching algorithms using Python.
Although this unit of work has been created following the AQA GCSE 9-1 Computer Science specification, it is applicable to anyone who wants to learn about searching algorithms.
Recommended prior learning:
KS4 Algorithm Design (Sequencing, Selection & Iteration): https://www.tes.com/teaching-resource/gcse-9-1-computer-science-ks4-algorithm-design-12044669
Data Types: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-data-types-12047021
Arrays: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-arrays-12044694
Subroutines: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-subroutines-12047070
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert binary numbers into decimal!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert hexadecimal into decimal numbers!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert hexadecimal into binary numbers!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
Create a Python Text Adventure || Part 2: Design your text adventure
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 2, students will be introduced to a typical game development lifecycle and start by planning and designing their text adventure game. Students will need to consider target audience, challenges and context of the adventure. Once completed, students will create a layout of their game world and build up the necessary details within it.
**Create a Python Text Adventure || Part 3: Create a Prototype
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.**
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 3, students will use their design work from Part 2 to create a prototype of their text adventure game through the use of PowerPoint. Users should be able to navigate through the student’s text adventure world and see how each location is connected.
**Create a Python Text Adventure || Part 4: Inputs, Outputs and Storage
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.**
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 4, students will start to create their text adventure games. Through Python, students will be introduced to basic programming concepts such as outputting written information, allowing a user to input information and storing information in a variable.
**Create a Python Text Adventure || Part 6: Selection
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.**
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 6, students will learn how to use selection techniques to help the user navigate their text adventure world.
**Create a Python Text Adventure || Part 5: Subroutines
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.**
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 5, students will learn how to create subroutines and use them to host each location within their text adventure world.
**Create a Python Text Adventure || Part 8: Iteration
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.**
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 8, students will learn how to use both count controlled and condition controlled iteration and apply both techniques within their text adventure games.
**Create a Python Text Adventure || Part 9: Game Development
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.**
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 9, students will learn how to develop their games further by using techniques such as random number generation to create random events or to collect random objects, the time module to create a typing text effect and methods for creating ASCII art.
**Create a Python Text Adventure || Part 10: External File Handling
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.**
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 10, students will learn how to read, store and write information to and from external text files. This will then be applied to their text adventure games, allowing them to save a players itinerary items and return them to their itinerary when they return to the game.
A series of 6 classroom wall posters to promote the concept of computational thinking.
Alongside the 4 parts of computational thinking (Decomposition, Pattern Recognition, Abstraction and Algorithm design), I have also included debugging which includes common errors (example syntax and logical).
PNG and PDF versions included.
Computational Thinking is a skill set that can be used across the curriculum, not just within computer science! The logical approach to solving a problem means that it’s application can be used to develop and improve students ability to deal with difficult problems in a more rational way. The aim of my posters is to make you realise that many of the brilliant tasks that teachers facilitate week in, week out actually include computational thinking. It’s just a matter of making it more explicit!
Please leave a review!