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I am a fully qualified Computing teacher with over 13 years of classroom experience. I have written 15 online courses over the past 7 years for Code Avengers, an international online education platform. We offer interactive, gamified courses that teach programming, computational thinking, web design, networks & security and AI. I have also developed lots of lesson plans and activities which I am pleased to be able to share with you here.

I am a fully qualified Computing teacher with over 13 years of classroom experience. I have written 15 online courses over the past 7 years for Code Avengers, an international online education platform. We offer interactive, gamified courses that teach programming, computational thinking, web design, networks & security and AI. I have also developed lots of lesson plans and activities which I am pleased to be able to share with you here.
Complete Lesson "Pick-a-Path" Unit 1/9 (KS2)
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Complete Lesson "Pick-a-Path" Unit 1/9 (KS2)

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This is lesson 1/9 of a pick-a-path programming project. Students create a story with multiple endings. In Scratch, they will use conditionals and branching techniques to make decisions and trigger actions. They will test, debug, and refine their program. This resource includes: 1 lesson plan 9 teaching slides 1 project unit plan Lesson 1 Description Students will investigate and discuss a range of innovations that technology has adapted or improved over time. They will explore how the concept of storytelling has allowed us to interact and tell stories in a new way; with linear and non -linear structures. Unit Lesson Summary: Evolution of Storytelling - Explore how the concept of storytelling has allowed us to interact and tell stories in a new way; with linear and non -linear structures. Hook, Line, and Sinker - Identify multiple story hooks and try their hand at writing their own Audience and Purpose - Develop a plan for their story characters, setting, problem and solution, and then collaborate by swapping stories with their peers Planning a Project - Examples of Scratch pick-a-path adventures Story Planning - Use graphic organizers to sequence the main points of the stories. Share their story plan and provide constructive feedback. Split Ends -Explore alternative endings to stories. Turning Text Into Code - Break down their story into key decisions made by a user. Testing & Debugging - Test one another’s programs and use a bug map to record feedback. Finishing Touches - Polish and refine their programs. Share their projects in a walk around gallery and reflect on the skills they have learned and the success of their project. Please contact sarah@codeavengers.com if there are any issues with the resource.
Narrow vs. General  AI Lesson Plan GCSE
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Narrow vs. General AI Lesson Plan GCSE

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Students start by listing movies with Artificial Intelligence themes. Then they compare the characteristics of narrow AI to general AI. The main component of the lesson involves watching clips, researching and exploring AI themed movies. Students consider the role of the AI in each movie and the impacts on mankind. Learning Objectivies: Distinguish between narrow and general AI. Explore films with AI theme This lesson can be run as a stand alone lesson or it is lesson 4/5 in the “Silicon Synapses” artificial intelligence unit. The lesson includes 14 teaching slides or students can work independently on the Code Avengers platform. The lesson is suitable for students aged 12+.
Code An Adventure - 9 Lesson Project KS2
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Code An Adventure - 9 Lesson Project KS2

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This 9+ hour programming project allows students to created a pick-a-path story with multiple endings. In Scratch, they will use conditionals and branching techniques to make decisions and trigger actions. They will test, debug, and refine their program. This project lets students explore and apply learning in a sandbox context over a series of lessons. Resource includes: 9 lesson plans including activity worksheets and planning tools A detailed project workbook 44 slides A unit plan with links to all resources in Google doc and slides format. Lesson Summary: Evolution of Storytelling - Explore how the concept of storytelling has allowed us to interact and tell stories in a new way; with linear and non -linear structures. Hook, Line, and Sinker - Identify multiple story hooks and try their hand at writing their own Audience and Purpose - Develop a plan for their story’s characters, setting, problem and solution, and then collaborate by swapping stories with their peers Planning a Project - Examples of Scratch pick-a-path adventures Story Planning - Use graphic organizers to sequence the main points of the stories. Share their story plan and provide constructive feedback. Split Ends -Explore alternative endings to stories. Turning Text Into Code - Break down their story into key decisions made by a user. Testing & Debugging - Test one anothers’ programs and use a bug map to record feedback. Finishing Touches - Polish and refine their programs. Share their projects in a walkaround gallery and reflect on the skills they have learned and the success of their project. Please email sarah@codeavengers.com if there are any issues with the resource.
Artificial Intelligence Unit (CIE IGCSE Computer Science)
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Artificial Intelligence Unit (CIE IGCSE Computer Science)

5 Resources
The bundle of 6+ hours learning includes: 5 detailed lesson plans with starter and plenary activities. 59 teaching slides Access to the Code Avengers “Silicon Synapses” online course for self-directed study. (Made for Hour of Code 2023) 4 high quality videos made by Code Avengers A debate activity A tailored kahoot! Group research activities Film analysis activity Worksheets including word searches, crosswords and diagrams. Please contact sarah@codeavengers.com if you have any questions about the resource.