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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.
Scratch 2.0 Lesson 3 – Underwater Game
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Scratch 2.0 Lesson 3 – Underwater Game

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This is a 16 page booklet for the students to follow to create a underwater game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Lesson 3 – Underwater Game 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
Python Version 3: Data Types
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Python Version 3: Data Types

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Python Version 3: Data Types This is a high resolution poster that shows the different data types in Python Version 3. This is ideal as a poster on the wall or as a quick reference for the students. The zip files contains the poster in both high resolution for a wall poster 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.
Scratch 2.0 Lesson 1 Create a game
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Scratch 2.0 Lesson 1 Create a game

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Create a game This is a 16 page booklet for the students to follow to create a game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. 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 You will understand: • What Scratch is and what it does • The main parts of Scratch interface • What decomposition and how it is used
Scratch 2.0  Lesson 4 Programming and Control Monkey Game
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Scratch 2.0 Lesson 4 Programming and Control Monkey Game

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Scratch 2.0 Lesson 4 Programming and Control Monkey Game Lesson 4 – Monkey Game This is a 8 page booklet for the students to follow to create a monkey game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. The objective of the game is to collect 10 bananas or more in 20 seconds A countdown goes from 20 seconds to 0.When the countdown reaches zero a message will come up saying whether the player has won (10 bananas or more) or lost (less than 10 bananas collected). 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 You will understand the objective of the game:
Scratch 2.0 Lesson 2 Create Packman Style Game
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Scratch 2.0 Lesson 2 Create Packman Style Game

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This is a 12 page booklet for the students to follow to create a Packman Style Game . It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. 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 2.0 Lesson 6 – co-ordinates, subroutines, variables and user input
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Scratch 2.0 Lesson 6 – co-ordinates, subroutines, variables and user input

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Scratch 2.0 Lesson 6 – co-ordinates, subroutines, variables and user input This is a 12 page booklet for the students to follow to create a game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. 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 make the program more efficient and easier to edit • Enable user input to set the number of sides of each shape
Scratch 2.0  Lesson 5 Creating Graphics
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Scratch 2.0 Lesson 5 Creating Graphics

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Using Scratch 2.0 Lesson 5 Creating Graphics This is a 12 page booklet for the students to follow to create and use graphics. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Lesson 5 Creating Graphics 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 You will understand about: • The use of co-ordinates • The advantages of using subroutines (efficiency and flexibility)
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.
Input and Output devices
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Input and Output devices

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Input and Output devices This is a 36 page PowerPoint about input and output devices. The students can go through this at their own pace. Objectives: • Be able to explain what input and output devices are: • Be able to identify input and output devices • Consider the uses of input and output devices
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
Create an animation in Flash
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Create an animation in Flash

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Use Adobe Flash Player to create an animation in flash This lesson comes with a Word document for the students to follow, the required image, as well as the completed Flash animation. Lesson objectives: Understand How to make a simple animation The purpose of Flash software
ECDL Improving Productivity Week 1
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ECDL Improving Productivity Week 1

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This is a 10 slide PowerPoint that goes through what improving productivity is all about. It has a video and a worksheet included. It has a task for the students to complete once they have completed the worksheet. Learning Objectives understand what is involved in a piece of work and the best way to get it done able to evaluate the strengths and weaknesses of the use of IT, including identifying improvements to inform future work.
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!!
Mail Merge Office 2010  Book 5
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Mail Merge Office 2010 Book 5

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Mail Merge Office 2010 Book 5 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. Mail merge is an important business tool which allows specific potential customers to be targeted with specific mail. This is much more efficient and cheaper than sending the same letter to everyone. In this exercise you will learn how to: 1. Use an existing source to create mail merged labels 2. Select specific records for merging 3. Use rules to obtain further personalisation of a mail merge.
Mail Merge Office 2010  Book 4
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Mail Merge Office 2010 Book 4

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Mail Merge Office 2010 Book 4 This is a 4 page booklet for the students to use to create a mail merge with instructions and screen shots for ease of use. When you use mail merge it is often easier to use an existing data source. Word can work with a range of data sources including Excel spreadsheets, Access databases, text files and comma separated value files In this exercise you will learn how to: 1. Use an Excel file as a data source outside of Word to create a mail merge
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