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
Introduction to computer systems for year 8 students.
The aim of this unit of work is to build upon the knowledge and understanding of computer systems developed within KS3 Computer Science: Computer Systems Year 7.
What are we learning?
Explain factors affecting CPU performance.
Clock Speed
Cache Size
Number of Cores
RAM, ROM and Virtual Memory – understanding of differences between volatile and non-volatile memory.
Explain factors affecting secondary storage.
Cost
Capacity
Speed
Portability
Understand the Fetch – Execute Cycle.
This unit of work includes a range of information and activities to develop student knowledge and understanding of computer systems.
A final assessment is also included.
Teacher answer powerpoint also included.
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This versatile resources is aimed to develop your GCSE Computer Science retrieval skills and practice a range of fundamental skills which consistently appear within GCSE Computer Science exams. This resource is an ideal revision activity and includes a pack of 10 activity sheets within both PowerPoint and PDF format.
I have included three different versions:
Student pack - activity sheets only
Teacher pack - answers (with explanations) only
Student self assessment pack - both activity and answers
Skills covered include:
ASCII conversion
Understanding binary and hexadecimal values
Binary, denary and hexadecimal conversion
Huffman coding
Binary addition
Memory size conversions
These activities can be used as classroom starters, homework or as main classroom activities.
It is recommended that these activities are used to practice and assess students ability to perform these skills, not as an introduction.
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I created this resource as a Homework activity to consolidate the learning of Huffman Coding for year 10 Students.
Teachers - The magic word is 'ABRACADABRA', however students need to show all their working out in order to score full marks.
Marks are awarded for showing the following:
Place each character in the correct place at the start of the Huffman tree (1 mark).
Correct position of each node on the Huffman tree (5 marks).
Correct binary allocation (1 mark).
Correct allocation of each character to a binary number (5 marks).
Work out the magic word (3 marks)
Max 15 marks
Purchase my three comprehensive guides to computational thinking in one bargain package!
Includes:
Computational thinking for KS3
Computational thinking for KS4
Problem Solving for KS3
Also includes my popular poster resources to help promote computational thinking within your classroom!
***Updated! Now includes hardware & software definitions, utility software and embedded software!
Download my free poster to support your GCSE computer science students prepare for their exams. The poster includes information the following areas of computer systems:
Computer system diagram including components of the CPU, motherboard, storage and connections
Peripheral devices (input & output devices and storage systems [magnetic, optical & solid state])
Software (examples of operating systems and application software)
Von Neuman architecture
Key components of a computer
Memory & storage
Factors affecting the performance of the CPU
Update: High Resolution 2560x1440 in both PNG & JPEG format
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The aim of this lesson is to introduce students to writing their first ever code!
Students will not need to use a computer!
Starter - Which job would you rather do: Formula 1 Driver or a Formula 1 Mechanic?
Introduction to different types of IT users: Formula 1 Driver is the expert user of software while the Mechanic is the creator of the software.
Task 1: Robots and Programmers - Get your Robot to a specific location and back using the given commands.
Main task: Cup stacking - use the symbols available and create the differentiated structures as shown.
For the lesson you will also need:
Plastic cups
Poster paper
Pens to write code
Print out the resource packs for each group of students.
I have used this lesson for students between years 5 and 9, all of which have thoroughly enjoyed it!
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This handy poster is a great revision tool to help your GCSE computer scientists prepare for their computational thinking problem solving paper!
Although focused around AQA specification, it is also easily applicable for others.
This poster will help your students to both understand what the pseudo code means within exams as well as help them write their own, well structured pseudo code.
Update: High Resolution 1440x2560 in both PNG & JPEG
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This poster was created to accompany the KS3 computer systems work, however is also applicable for primary computing. I have identified the key components of a computer and presented them along with real life image examples of the internal components of a computer.
Please feel free to download and display on your classroom walls!
Teach your students how to mail merge using this resource!
This pack contains;
A power point presentation to explain how to conduct a mail merge - this can be used independently by students.
Mail merge address list
A letter with identified fields to merge
An example of how the merge should look
Ideal for supporting ECDL students!
Teach students how to create an interactive spreadsheet using my poster resources!
The two posters (which can be printed back to back) cover the creation of a table, use of drop down lists and combining them with the use of a lookup formula in order to create a user friendly spreadsheet.
An end of unit assessment for the topic of computer networks.
The test has been made to be printed and answers written. The test takes around 30 - 45 minutes to complete, allowing for peer assessment to be conducted within the same lesson.
The assessment covers the follow topics:
Network types - LAN, WAN & WPAN, advantages and disadvantages
Network topologies - Star, Bus & Mesh, advantages and disadvantages, diagram creation
Network security - explanations of Firewall and Encryption
Final consolidation exercise - create a network using given guidance.
Answers with supportive guidance also included.
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Part 2 of a series of 7 introductory lessons on how to use Python through the use of the IDLE GUI.
Within Part 2 you will build on the skills learned within part 1 and combine them with the use of variables. You will learn how to assign different types of data to them as well as how to output and edit them through using a series of common python 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 & 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 :) ***
Part 7 of a series of 7 introductory lessons on how to use Python through the use of the IDLE GUI.
Within Part 7 you will learn how to improve the efficiency of your coding by writing loop functions. You will learn how to write two different types of loop sequences; While loops and For loops. This work builds upon and applies concepts learned within the previous work within the Rob-Bot Resources Introduction to Python Programming series.
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 :) ***
Part 3 of a series of 7 introductory lessons on how to use Python through the use of the IDLE GUI.
Within Part 3 you will learn how to add comments to your code to help explain what you have done... both as a reminder to yourself or to someone else who you want to share your code with!
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 :) ***
Part 5 of a series of 7 introductory lessons on how to use Python through the use of the IDLE GUI.
Within Part 5 you will learn how to create, use and edit arrays (within python they are known as lists) through the use of a range of python 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 :) ***
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 :) ***
This unit of work introduces students (I use this with year 7) to the concepts of computational thinking and logical thinking. It is split into three fully differentiated sections:
1. Design an interactive story using a flowchart to identify the key decision points within your story.
2. Create an interactive story using PowerPoint, hyperlinking the slides to the correct locations.
3. Test and evaluate your story and make improvements where required.
I have included some slides to provide additional assistance, for example hyperlinking auto shapes, removing the on mouse click advancements, etc.
Alongside developing computational thinking skills, this unit is also an opportunity for students to develop their graphic design skills.
I have also included an example interactive story so students can get an idea of what they could create themselves, while considering what they could make even better themselves.
This resource is a perfect continuation from my Introduction Computational Thinking for KS3 resource!
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This bundle contains all my popular premium Computational Thinking teaching resources as well as all my Computational Thinking posters and activities as seen within my shop.
This bundle includes:
Computational Thinking for KS3
Computational Thinking for KS4
Computational Thinking Problem Solving
Computational Thinking: Create an Interactive Story
Computational Thinking: Code Breaking
KS3 Algorithm Design: Year 7
KS3 Algorithm Design: Year 8
KS4 Algorithm Design
Computational Thinking Starter Puzzles
ROB-BOT! Card Game
Buy all these resources together and save almost 25% off individual retail price!
Develop brilliant Algorithm Designers with my Algorithms bundle! This package includes the following units of work:
GCSE 9-1 Computer Science: KS4 Algorithm Design
GCSE 9-1 Computer Science: Algorithm Design - Data Types
GCSE 9-1 Computer Science: Algorithm Design - Arrays
GCSE 9-1 Computer Science:Algorithm Design - Subroutines
GCSE 9-1 Computer Science: Algorithm Design - Trace Tables
I have also added some of my most popular posters to support and consolidate student understanding even more.
Purchase all these great resources in this single bundle and save over 40% on individual cost!