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Computing, Business and IT Buddy

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With a few decades of experience teaching Computer Science, Business and IT, this shop has a variety of resources for KS3 Computing as well as the KS4 GCSE Computer Science, GCSE Business, BTEC Business and BTEC TA DIT. More resources coming in the near future.

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With a few decades of experience teaching Computer Science, Business and IT, this shop has a variety of resources for KS3 Computing as well as the KS4 GCSE Computer Science, GCSE Business, BTEC Business and BTEC TA DIT. More resources coming in the near future.
Handwriting Practice (Letter Direction) for the Resistant Hand Writer
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Handwriting Practice (Letter Direction) for the Resistant Hand Writer

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Target: Year 3 Group: Pupils struggling with keeping letters the correct way round Background to resource: This resource was developed to help my son in Year 3 with his handwriting. He saw handwriting as a 'chore' and when tired, he would put letters facing in the wrong direction. We named the groups of letters that he commonly got wrong, and discussed them in terms of facing towards the left hand (gdqy) and the right-hand (bkpts), and then he practised using my guide. His letters generally face in the correct direction now, so I hope this resource can help other teachers too.
Assessment Wheels for Computing and Business
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Assessment Wheels for Computing and Business

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Self & Peer Assessment Wheels. Laminate and put by computers during assessment and then as part of the self and peer assessment process, so that students see what is required for 'Emerging', 'Developing', 'Secure' or 'Exceeding' expectations.
GCSE Computer Science 9-1 The Programming Cycle of Assessment
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GCSE Computer Science 9-1 The Programming Cycle of Assessment

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Model used for controlled assessments. Used with students midway through OCR 20 Programming Challenges, to get Year 10 students to reflect and focus on the different stages in the Programming Cycle of Assessment and the importance. Class discussion of each stage, followed by students explaining and evidencing each stage. This enables them to work at a higher level and to understand the process required in September.
Worksheet 6: Budgeting
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Worksheet 6: Budgeting

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BTEC Business Unit 2 Finance - Cash Flow and Bu Lesson 6: Budget of a mini-enterprise company. Teaching the exam unit with application to the Enterprise coursework. Teacher worksheet with solution. Student worksheet for sharing with students.
Nursery/Reception
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Nursery/Reception

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Teaching letters and image association. Colourful and fun way to learn letters. Hand-drawn and used with pre-school son.
GCSE Computing A451 Revision - Tricky Words
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GCSE Computing A451 Revision - Tricky Words

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Tricky Words Revision Resource A451 Computer Systems & Programming Get your students ready for the A451 exam with this keyword sheet. a) Circle the ones you don't understand b) Starter: Allocate a word to each member of the class, they need to explain it to the rest of the class c) Plenary: Choose a word, explain it to leave the lesson d) Home revision: You need to know what these words mean for the exam, Fill students with confidence by word recognition. Good luck to all your students in the exam.
KS3 Computing:  Year 7 Understanding Computers Assessment
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KS3 Computing: Year 7 Understanding Computers Assessment

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Year 7 Summer Term Assessment. Understanding Computers. Differentiated questions on: The computer system, hardware and software. Following a unit where students were introduced to the workings of a computer, and creating a flash animation on the topic, this assessment checks their understanding of the underlying theory.
GCSE Computing Revision
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GCSE Computing Revision

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The Name Game 'Easy Markers' - Ensure your students get the 'identification' questions in the A451 exam with these knowledge wheels. Use them as discussion tools, plenary activities or for 1-2-1 revision with low ability students.
KS3 Computing: Year 8 Networks Assessment
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KS3 Computing: Year 8 Networks Assessment

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Key Stage 3 Computing Year 8 Spring term assessment. Introduction to computer networks. Differentiated questions include: Binary, internet, topologies, client-server networks, cloud storage and encryption.
Key Stage 3 Computing:  Introduction to Python
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Key Stage 3 Computing: Introduction to Python

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Introduction to Python workbook. Assessment of prior knowledge introduced via Scratch. Introductory tasks. Workbook used for e-marking, rather than printing out each lesson. Peer and self assessment carried out on computer, then uploaded for teacher marking.
Year 7 From Scratch to Python using Reeborg
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Year 7 From Scratch to Python using Reeborg

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In the previous Programming & Algorithms unit, students were introduced to programming concepts of sequence, selection and iteration using visual-based programming in Scratch. This unit is the bridge between visual-based programming and text-based programming, and uses a robot to perform tasks using a limited range of instructions (whilst introducing Python syntax). It is a good unit for re-iterating programming concepts, and also for the concept of 'efficiency' in writing code, using libraries, functions and other programming techniques. This unit uses the Reeborg website: http://reeborg.ca/reeborg.html to complete the Python challenges.
GCSE Computer Science 9-1 Data Representation Workbook
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GCSE Computer Science 9-1 Data Representation Workbook

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Data Representation - Numbers This resource includes the student workbook and the teacher solution showing workings, using my SPI model: Scaffold, Prompt, Independent. * Challenge 1 - 6 Scaffold * Challenge 7 - 8 Prompts * Challenge 9 - 10 Independent Each challenge comprises of: 1. Binary to denary 2. Binary to hexadecimal 3. Denary to binary 4. Hexadecimal to binary 5. Hexadecimal to denary 6. Denary to hexadecimal 7. Binary addition. Students will use this workbook as their 'starter activity' in the Autumn term, as their computers are loading - using 'waiting time' productively to get them converting numbers.
Year 7 Computing Induction Activity
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Year 7 Computing Induction Activity

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Introduce students to Year 7 Computing with Kodu. Develop/assess mouse control. Develop/Assess programming skills. Develop/Assess creativity. Bring competition into the class from the outset. A simple challenge to see where the students are at the start of Key Stage 3, and to show them the Computing is fun.