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: robbotresources@outlook.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: robbotresources@outlook.com
Introduction to Programming with Scratch
Part 1: Sequencing
This resource is the first in a series of five lessons that introduces students to the concepts of programming in Scratch.
This comprehensive resource provides a teacher PowerPoint and a student workbook, integrating theoretical concepts with practical programming activities in Scratch. Designed for KS3 learners, this resource introduces the fundamental programming technique of sequencing, ensuring that students understand the importance of placing actions in the correct order while developing hands-on coding skills.
What’s Included?
Teacher PowerPoint:
Professionally designed, easy-to-follow slides to guide lesson delivery.
Engaging starter activity (Human Robots) to demonstrate sequencing through real-life simulation.
Clear explanations, practical examples, and reflection questions to consolidate learning.
Student Workbook:
Scaffolded tasks aligned with the lesson objectives.
Space for students to document their work, including screenshots of completed Scratch projects.
Challenges and extensions to stretch learners, including opportunities for creativity in animation.
Practical Scratch Activities:
Task 1: The Counting Cat – Introduces sequencing through simple counting.
Task 2: The Roaming Robot – Explores X/Y coordinates and movement.
Task 3: Making Shapes – Develops geometric understanding through Scratch programming.
Task 4: Create an Animation – Encourages students to design their own animated sequences using broadcast blocks.
Why choose this resource?
Accessible for Non-Specialists:
The step-by-step guidance and ready-made resources ensure that even teachers without a programming background can confidently deliver the lesson.
Engaging for Students:
By combining theory, real-life analogies, and interactive Scratch tasks, students are kept motivated and engaged throughout the lesson.
Differentiated Learning:
Tasks cater to a range of abilities, with clear pathways for both foundational understanding and advanced exploration.
Builds Computational Thinking:
Helps students develop essential problem-solving skills, logical reasoning, and algorithmic thinking, laying a strong foundation for further programming studies.
Why You Will Love It!
This resource isn’t just a lesson plan; it’s a complete teaching toolkit. The clear, professional design saves valuable preparation time, while the focus on creativity and real-world connections ensures students grasp both the how and the why of sequencing.
Empower your students to think like programmers and create their first coding projects with confidence. Download this resource today and transform your programming lessons into engaging, hands-on experiences!
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Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: https://www.tes.com/teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 1, students are introduced to text adventure gaming, research existing games and gain understanding of what would make a good text adventure game.
Part 5 of a 7-Lesson Series: Mastering Lists in Python
Expand your Python programming toolkit with Part 5 of this engaging series! In this lesson, you'll dive into working with arrays—known as lists in Python—and discover how to:
Create and use lists to organise data.
Edit lists using a variety of powerful Python functions.
What to Expect:
With step-by-step explanations and practical examples, this lesson makes learning lists straightforward and enjoyable. You'll develop your skills through tasks supported by:
Clear written instructions.
Scaffolded programming solutions
Visual aids such as flowcharts and pseudocode to enhance understanding.
Differentiated Challenges for Every Level:
Whether you're a beginner or looking for a challenge, Rob-Bot Resources’ Rookie, Pro, & Beast leveling system ensures there's something for everyone:
Start with Rookie tasks to get comfortable with list basics.
Progress to Pro tasks to deepen your understanding.
Tackle Beast scenarios for advanced problem-solving practice.
Once you've completed the practice tasks, put your knowledge to the test with differentiated programming challenges. Full coding solutions are provided, making this resource perfect for independent learning.
Ideal for KS3 and KS4 classes, this lesson will help students develop essential programming skills while boosting their confidence.
Ready to organize your data like a pro? Start mastering lists in Python today!
Your feedback is important to us—please leave a review! :)
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert hexadecimal into binary numbers!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert hexadecimal into decimal numbers!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert binary numbers into decimal!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
Practice makes perfect with this activity pack which includes over 1000 questions split between four different challenge levels, allowing students of all abilities to learn how to convert decimal numbers into binary!
Level 1: Eight activity sheets containing four sets of eight numbers each set within a progressive range.
Level 2: Eight activity sheets containing two sets of sixteen numbers both sets within a progressive range.
Level 3: Eight activity sheets containing thirty two numbers each page within a progressive range.
Level 4: Eight activity sheets containing thirty two random numbers within the range of 0 to 255.
Each pack includes 8 pages of 32 questions, converting the numbers 0 to 255 (a byte). Each challenge pack includes clear explanations on how to make conversions and calculation tables to support the given conversion techniques and make students feel confident in doing it themselves.
Each challenge pack is provided as printable pdf so that students can complete them on paper. All answers are included on both pdf and ppt to allow for both teacher or self assessment.
Ideal to use as starter activities, plenaries or homework!
Within this unit of work, your students will learn to:
To understand different methods of searching data within an array:
Linear search
Binary search
Explain how both methods work.
To identify advantages and disadvantages of using both techniques.
Students will learn about how both searching methods work through clearly presented explanations, pseudocode, diagrams and animations. Students will develop and consolidate their understanding through a range of tasks and activities including the creation of searching algorithms using Python.
Although this unit of work has been created following the AQA GCSE 9-1 Computer Science specification, it is applicable to anyone who wants to learn about searching algorithms.
Recommended prior learning:
KS4 Algorithm Design (Sequencing, Selection & Iteration): https://www.tes.com/teaching-resource/gcse-9-1-computer-science-ks4-algorithm-design-12044669
Data Types: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-data-types-12047021
Arrays: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-arrays-12044694
Subroutines: https://www.tes.com/teaching-resource/gcse-9-1-computer-science-algorithm-design-subroutines-12047070
Rob-Bot! is a fun and exciting card game that also helps develop your Computational Thinking skills!
Rob-Bot! consists of a pack of 57 playing cards, each of which contains 8 different characters or objects (there are 57 characters and objects to find in total). Each card contains one character or object which matches to one in every other card in the pack.
Normal game (2-4 players)
Deal out all the cards.
The player to the left of the dealer starts by placing down their card
The other player(s) must identify a character or object that is both on the card that has been placed down and their own card.
Once identified, the player must state which character or object is the same and place down the card.
The player who gets rid of cards the first wins.
How does Rob-Bot! develop Computational Thinking skills?
Decomposition: Identifying specific characters and objects on the cards.
Pattern Recognition: Searching for and finding the same character or object on your card and the card in play.
Abstraction: Dismissing and filtering out characters and objects on your card that don’t match those on the card in play.
Algorithm Design: Develop and refine the technique of searching for and identifying the matching characters and objects.
Use Rob-Bot! to develop keywords in the following topic areas:
Computational thinking
Computer systems
Networks
Algorithm design
Embedded systems
Logic gates
Malware
This resource includes a PDF which includes all the cards and instructions on how to print.
Suitable for ages 6+
Within this short unit of work, students will learn the following:
To understand why subroutines are used.
To explain the difference between a procedure and a function.
To explain the purpose of a local and global variable.
To understand how to write a subroutine.
Learning is consolidated with a series of differentiated subroutine algorithm tasks that challenge students on their understanding of algorithms and subroutines.
It is highly recommended that students complete the Rob-Bot Resources KS4 Algorithm Design unit of work before completing this unit.
**What is an array? How are they used within algorithms?! **
Within this short unit of work (2-3 lessons) students will learn:
what an array is and how they are used.
to create, edit, input and output information to and from an array.
to use both one and two dimensional arrays
As well as activities and tasks within the lessons, final differentiated (Rookie, Pro and Beast level) challenges have been included to consolidate learning.
All required resources are included within the PowerPoint. There are some items that require printing within the resource section at the end.
It is recommended that this resources is used after completing GCSE 9-1 Computer Science: KS4 Algorithm Design
Download my poster which includes example task ideas on how to apply computational thinking problem solving skills to Drama. The poster includes a range of tasks and classroom ideas that use key computational thinking skills!
*Computational Thinking is a skill set that can be used across the curriculum, not just within computer science! The logical approach to solving a problem means that it’s application can be used to develop and improve students ability to deal with difficult problems in a more rational way. The aim of my posters is to make you realise that many of the brilliant tasks that teachers facilitate week in, week out actually include computational thinking. It’s just a matter of making it more explicit!
*
Update: High Resolution 2560x1440 in both PNG & JPEG
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The following resources work in conjunction with KS3 Computer Science: Data Representation - Year 7. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
The following resources work in conjunction with Computational Thinking for KS3 and KS3 Computer Science: Algorithm Design - Year 7. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
The following resources work in conjunction with Computational Thinking for KS3 and KS3 Computer Science: Algorithm Design - Year 8. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
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!
Download my poster which includes example task ideas on how to apply computational thinking problem solving skills to the humanities. Example tasks are included for History, Geography and PRE lessons.
Computational Thinking is a skill set that can be used across the curriculum, not just within computer science! The logical approach to solving a problem means that it’s application can be used to develop and improve students ability to deal with difficult problems in a more rational way. The aim of my posters is to make you realise that many of the brilliant tasks that teachers facilitate week in, week out actually include computational thinking. It’s just a matter of making it more explicit!
Update: High Resolution 2560x1440 in both PNG & JPEG
Please leave a review!!!
My popular Twitter poster is available to download here!
This poster helps to explain how the process of computational thinking can be used to help tackle a school project.
Computational Thinking is a skill set that can be used across the curriculum, not just within computer science! The logical approach to solving a problem means that it’s application can be used to develop and improve students ability to deal with difficult problems in a more rational way. The aim of my posters is to make you realise that many of the brilliant tasks that teachers facilitate week in, week out actually include computational thinking. It’s just a matter of making it more explicit!
I have provided both a PDF and JPEG version of the poster.
Please leave a review!!!
The following resources work in conjunction with KS3 Computer Science: Computer Systems Year 7. This knowledge organiser includes all the topics learned within this unit of work into one single page.
The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!
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
Please leave a review