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.
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.
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.
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.
This bundle comprises the entire 6 week SOW for Algorithms in Scratch.
By purchasing this bundle, you will be saving 17%!
I would appreciate all feedback on my work with your purchase, so I can further build my shop.
Thank you.
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.
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.
This bundle comprises the entire 7 week SOW for Introduction to Computing.
By purchasing this bundle, you will be saving 45%!
I would appreciate all feedback on my work with your purchase, so I can further build my shop.
Thank you.
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 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 3 of the 6 lesson course. Lesson 3 covers:
Looking at the various mathematical operators that are used in programming
Understanding how to combine variables and numbers
Performing simple calculations on variables that contain numbers
Looking at different data types and how they affect variables
Using the int function to inform variables what data they contain
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:
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.
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 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 4 of the 6 lesson course. Lesson 4 covers:
Understanding the concept of a selection (if) statement
Using comparison operators to compare variables to values
Creating a program (differentiated) using a selection statement
Looking at code annotation to demonstrate understanding of programming concepts
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:
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.
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 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 2 of the 6 lesson course. Lesson 2 covers:
Understanding what variables are and how they are used in Python programming
Looking at the rules for naming variables and why it is important to follow them
Creating a program in script mode using variables
Using the input function
Understanding how to annotate code and demonstrate programming knowledge
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:
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.
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.
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.
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.
This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students.
This is lesson 2 of the 6 lesson course. Lesson 2 covers:
Understanding the correct sequence of traffic lights
Programming Traffic Lights
Analysing how to program two opposite sets of traffic lights
Understanding why two sets of amber lights must not be on at the same time and looking at how to achieve this
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 what instructions and sequences are
Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows)
Creating basic flowcharts in Flowol
Programming a Zebra Crossing and Crossing Patrol
Understanding the correct sequence of traffic lights
Programming Traffic Lights
Understanding the Decision Symbol
Using the Decision symbol in the Pelican Crossing
Learning about Sensors and how they’re linked to decision
Programming an Automatic Greenhouse (based on sensors)
Understanding Variables and Subroutines
Programming a Car park using Subroutines and Variables
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 Flowol programs that are part of the varying challenges 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.
This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students.
This is lesson 4 of the 6 lesson course. Lesson 4 covers:
Learning about Sensors and how they’re linked to decision
Discussing different examples of sensors and their roles in our daily lives
Programming an Automatic Home (based on sensors)
Discussing the advantages of sensors and how they are making our lives more automated
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 what instructions and sequences are
Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows)
Creating basic flowcharts in Flowol
Programming a Zebra Crossing and Crossing Patrol
Understanding the correct sequence of traffic lights
Programming Traffic Lights
Understanding the Decision Symbol
Using the Decision symbol in the Pelican Crossing
Learning about Sensors and how they’re linked to decision
Programming an Automatic Greenhouse (based on sensors)
Understanding Variables and Subroutines
Programming a Car park using Subroutines and Variables
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 Flowol programs that are part of the varying challenges 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.
This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students.
This is lesson 3 of the 6 lesson course. Lesson 3 covers:
Understanding the Decision Symbol
Using the Decision symbol in the Pelican Crossing
Analysing what the decision symbol is vital in a Pelican Crossing
There is an opportunity of an assessment in this lesson
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:
Understanding what instructions and sequences are
Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows)
Creating basic flowcharts in Flowol
Programming a Zebra Crossing and Crossing Patrol
Understanding the correct sequence of traffic lights
Programming Traffic Lights
Understanding the Decision Symbol
Using the Decision symbol in the Pelican Crossing
Learning about Sensors and how they’re linked to decision
Programming an Automatic Greenhouse (based on sensors)
Understanding Variables and Subroutines
Programming a Car park using Subroutines and Variables
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 Flowol programs that are part of the varying challenges 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.
This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students.
This is lesson 6 of the 6 lesson course. Lesson 6 covers:
Understanding Variables and Subroutines
Adapting the pelican crossing to use a subroutine to simplify the program
Programming a Car park using Subroutines and Variables
Analysing how variables can be used to “count” and the advantages this could have in many scenarios
Lesson 6 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 what instructions and sequences are
Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows)
Creating basic flowcharts in Flowol
Programming a Zebra Crossing and Crossing Patrol
Understanding the correct sequence of traffic lights
Programming Traffic Lights
Understanding the Decision Symbol
Using the Decision symbol in the Pelican Crossing
Learning about Sensors and how they’re linked to decision
Programming an Automatic Greenhouse (based on sensors)
Understanding Variables and Subroutines
Programming a Car park using Subroutines and Variables
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 Flowol programs that are part of the varying challenges 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.
This Computer Science Scheme of Work is a 6 week project for KS3 students (who have 1 lesson a week). It focuses on basic programming skills using Flowol, so is ideally suited for Year 8 students.
This is lesson 5 of the 6 lesson course. Lesson 5 covers:
A further look at sensors and how they’re linked to decisions
Programming an Automatic Greenhouse (based on sensors)
There is an opportunity of an assessment in this lesson
Discussing the relative advantages and disadvantages of an automated car
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:
Understanding what instructions and sequences are
Understanding the basic flowchart symbols (Start/Stop, Delay, Output, directional arrows)
Creating basic flowcharts in Flowol
Programming a Zebra Crossing and Crossing Patrol
Understanding the correct sequence of traffic lights
Programming Traffic Lights
Understanding the Decision Symbol
Using the Decision symbol in the Pelican Crossing
Learning about Sensors and how they’re linked to decision
Programming an Automatic Greenhouse (based on sensors)
Understanding Variables and Subroutines
Programming a Car park using Subroutines and Variables
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 Flowol programs that are part of the varying challenges 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.
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.
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 5, 6 and 7 of the 7 lesson course. These lessons have been merged as they all focus on the same objective; the student creating their own 3D computer game using Kodu using the skills they have gained during the previous 4 weeks. By giving them three lessons to create a unique game, they have sufficient time to explore the software and further develop their learning.
These lessons allow the students to follow a PLC to guide them with adding as many different game features as possible with their unique game.
The bundled lesson 5, 6 and 7 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.
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 4 of the 7 lesson course. Lesson 4 covers:
Adding more advanced features, such as countdown timer, bonus coin and game levels
Looking independently at other features that could be added to Kodu to make the game more advanced
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:
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.