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Edulito

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I started out as a science teacher and made the transition to teaching ICT and Computer Science, which I have now been doing for over 20 years. I have also worked with primary school teachers to support their delivery of the national curriculum in computing. Edulito is a UK based educational publishing company that provides learning resources for school-aged children. All of the available resources have been tested in UK schools.

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I started out as a science teacher and made the transition to teaching ICT and Computer Science, which I have now been doing for over 20 years. I have also worked with primary school teachers to support their delivery of the national curriculum in computing. Edulito is a UK based educational publishing company that provides learning resources for school-aged children. All of the available resources have been tested in UK schools.
Python Programming for GCSE #3
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Python Programming for GCSE #3

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This is a 17 page introduction to programming using Python. It includes: The use of Lists (arrays), including one and two dimensional arrays File handing operations (open, read, write and close) Each section includes activities for the students to complete. I would greatly appreciate feedback on what you think of this resource.
Python Games Bundle
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Python Games Bundle

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This 10 page photocopiable resource has been produced to provide 7 to 14 year olds with exciting and engaging opportunities to learn coding concepts using Python in a series of 4 fun standalone projects. The projects are: Game 1 -Play the name game - Students have fun with their name. Game 2 -Guess the number -Students have fun making a game to guess the number. Game 3 - Mystery of the Crystal Ball - Students have fun looking into their future. Game 4 - Two Player Horse Race Game Each project takes from 30 minutes to an hour and a half to complete and all of them include a series of activities to extend learning.
Python Games - Guess the Number
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Python Games - Guess the Number

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This photocopiable resource has been produced to provide 7 to 14 year olds with exciting and engaging opportunities to learn coding concepts using Python in a fun standalone project. Guess the number -Students have fun making a game to guess the number. They learn to use IF-ELSE Statements, the random module, variables and nested IFs. The project takes around one hour to complete and includes a series of activities to extend learning.
Python Programming for GCSE #4
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Python Programming for GCSE #4

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Parts 1 -3 of this guide to programming using Python go through many of the programing techniques required to produce simple programs. Part 4 seeks to provide an opportunity to put these ideas into practice. The first section provides instructions on creating a simple board game and the second section demonstrates how Python can be used to create a simple database that can then be searched.
Python Games - Name Game
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Python Games - Name Game

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This photocopiable resource has been produced to provide 7 to 14 year olds with exciting and engaging opportunities to learn coding concepts using Python in a fun standalone project. Play the name game - Students have fun with their name. Students learn about print statements and manipulating text. The project takes around 30 minutes to complete and includes activities to extend learning.
Example Programming Projects for GCSE Bundle
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Example Programming Projects for GCSE Bundle

2 Resources
This support pack is designed to provide a stimulating, engaging and effective way of preparing both teachers and students for the Non-Examined Assessment Component of the 9-1 GCSE in computer science. The pack contains: Help sheet 1 - Creating a board game using Python - Includes a complete set of instructions Help sheet 2 - Creating a database using Python - Includes a complete set of instructions Help Sheet 3 - Menus, Lists and Exporting using Python - Includes a complete set of instructions Programming project Sample Task 1 - Archside Academy Detention Database. Including: • NEA sample project scenario • NEA sample student solution • NEA sample Python code Programming project Sample Task 2 - Quiz Board Game Including: • NEA sample project scenario • NEA sample student solution • NEA sample Python code
Python Games Bundle
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Python Games Bundle

4 Resources
These resource has been produced to teach 7 to 14 year olds about programming concepts by creating fun games using the text-based programming language Python. The activities and challenges have been designed to provide a stimulating, engaging and effective way of improving students’ knowledge of the core programming concepts.
KS3 Unit - Computer Hardware - What is a Computer?
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KS3 Unit - Computer Hardware - What is a Computer?

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This unit provides at least 6 hours of KS3 lessons on the use computer hardware components in a computer system. At the end of the units students are provided with an assessment to assess their progress. This unit includes a: PowerPoint presentation (56 Slides) PDF teaching file Unit Test (including mark scheme) These resources can be used by a computing teacher or a non-specialist teacher to teach “What is a Computer?”. This unit can be taught in a classroom with no computers. What will students learn? ALL STUDENTS • I can identify the main hardware components (CPU, RAM, Motherboard, HDD, SSD, PSU and GPU) and software components (operating system, application software) that make up a computer system. • I understand that devices such as smart phones and tablets are computer systems MOST STUDENTS • I can explain the role the main hardware components (CPU, RAM, Motherboard, HDD, PSU and GPU) and software components (operating system, application software) that make up a computer system. • I understand the role of input, output and storage devices. SOME STUDENTS • I can select the components of a computer system to ensure that they meet the needs of a user.
TEACHER POWERPOINTS: UNIT 2.1 ALGORITHMS J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.1 ALGORITHMS J277 (FROM 2020)

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These adaptable PowerPoint Presentations (86 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.1. It includes: Teaching PowerPoints (includes checkpoint questions and answers) Student PowerPoints (Includes checkpoint questions, but omits the answers) Content Covered: Principles of computational thinking: Abstraction Decomposition Algorithmic thinking Identify the inputs, processes, and outputs for a problem Structure diagrams Create, interpret, correct, complete, and refine algorithms using: Pseudocode Flowcharts Reference language/high-level programming language Identify common errors Trace tables Standard searching algorithms: Binary search Linear search Standard sorting algorithms: Bubble sort Merge sort Insertion sort
TEACHER POWERPOINTS: UNIT 2.3 PRODUCING ROBUST PROGRAMS J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.3 PRODUCING ROBUST PROGRAMS J277 (FROM 2020)

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These adaptable PowerPoint Presentations (50 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.3. It includes: Teaching PowerPoint Presentations (includes checkpoint questions and answers) Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: Defensive design considerations: Anticipating misuse Authentication Input validation Maintainability: Use of sub programs Naming conventions Indentation Commenting The purpose of testing Types of testing: Iterative Final/terminal Identify syntax and logic errors Selecting and using suitable test data: Normal Boundary Invalid Erroneous Refining algorithms
TEACHER POWERPOINTS: UNIT 2.2 PROGRAMMING FUNDAMENTALS J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.2 PROGRAMMING FUNDAMENTALS J277 (FROM 2020)

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These adaptable PowerPoint Presentations (148 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.2. It includes: Teaching PowerPoint Presentations (including checkpoint questions and answers) Part 1 – Programming Fundamentals (62 Slides) Part 2 – Data Types & Additional Programming techniques (86 Slides) Student PowerPoint Presentations (Including checkpoint questions, but omits the answers) Part 1 – Programming Fundamentals Part 2 – Data Types & Additional Programming techniques Content Covered: The use of variables, constants, operators, inputs, outputs and assignments The use of the three basic programming constructs used to control the flow of a program: Sequence Selection Iteration (count-and condition-controlled loops) The common arithmetic operators The common Boolean operators AND, OR and NOT The use of data types: Integer Real Boolean Character and string Casting The use of basic string manipulation The use of basic file handling operations: Open Read Write Close The use of records to store data The use of SQL to search for data The use of arrays (or equivalent) when solving problems, including both one-dimensional and two-dimensional arrays How to use sub programs (functions and procedures) to produce structured code Random number generation
TEACHER POWERPOINTS: UNIT 2.4 BOOLEAN LOGIC J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.4 BOOLEAN LOGIC J277 (FROM 2020)

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These adaptable PowerPoint Presentations (42 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.4. It includes: Teaching PowerPoint Presentations (includes checkpoint questions and answers) Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: Simple logic diagrams using the operators AND, OR and NOT Truth tables Combining Boolean operators using AND, OR and NOT Applying logical operators in truth tables to solve problems
KS3 Unit - What is Computational Thinking?
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KS3 Unit - What is Computational Thinking?

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This unit provides detailed teaching resources to teach students about computational thinking and includes at least 6 hours of lessons.Students develop simple algorithms and learn about key terminology such decomposition, abstraction and pattern recognition. This unit includes a: PowerPoint presentation (43 Slides) PDF teaching file Unit Test (including mark scheme) These resources can be used by a computing teacher or a non-specialist teacher to teach about computational thinking. This unit can be taught in a classroom with no computers. What will students learn in Unit 1? ALL STUDENTS • I understand the terms algorithm, decompose, abstraction and pattern recognition. • I can produce a simple algorithm that solves a problem. MOST STUDENTS • I can produce an algorithm that solves a problem. • I can apply the terms algorithm, decompose, abstraction and pattern recognition. SOME STUDENTS • I can compare two algorithms that perform the same task and understand why one algorithm is more efficient than another algorithm.
TEACHER POWERPOINTS: UNIT 1.6 ETHICAL, LEGAL, CULTURAL AND ENVIRO IMPACTS OF DIGITAL TECHNOLOGY J277
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TEACHER POWERPOINTS: UNIT 1.6 ETHICAL, LEGAL, CULTURAL AND ENVIRO IMPACTS OF DIGITAL TECHNOLOGY J277

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These adaptable PowerPoint Presentations (43 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.6. It includes: Teaching PowerPoints(includes checkpoint questions and answers) Student PowerPoints (Includes checkpoint questions, but omits the answers) Content Covered: Impacts of digital technology on wider society including: Ethical issues Legal issues Cultural issues Environmental issues Privacy issues Legislation relevant to Computer Science: The Data Protection Act 2018 Computer Misuse Act 1990 Copyright Designs and Patents Act 1988 Software licences (i.e. open source and proprietary)
TEACHER POWERPOINTS: UNIT 1.4 NETWORK SECURITY J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 1.4 NETWORK SECURITY J277 (FROM 2020)

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These adaptable PowerPoint Presentations (42 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.4. It includes: Teaching PowerPoint (includes checkpoint questions and answers) Student PowerPoint (Includes checkpoint questions, but omits the answers) Content Covered: Forms of attack: Malware Social engineering, e.g. phishing, people as the ‘weak point’ Brute-force attacks Denial of service attacks Data interception and theft The concept of SQL injection Common prevention methods: Penetration testing Anti-malware software Firewalls User access levels Passwords Encryption Physical security
14 TOPIC TESTS - OCR GCSE COMPUTER SCIENCE J277 (FROM 2020)
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14 TOPIC TESTS - OCR GCSE COMPUTER SCIENCE J277 (FROM 2020)

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This pack consists of 14 end of topic tests that can be used to support your delivery of the course. In addition, the topic test bundle also contains a mark scheme for each test. Unit 1.1 – 1 Test Unit 1.2 – 3 Tests Unit 1.3 – 2 Tests Unit 1.4 -1 Test Unit 1.5 - 1 Test Unit 1.6 - 1 Test Unit 2.1 - 1 Test Unit 2.2 - 1 Test Unit 2.3 - 1 Test Unit 2.4 - 1 Test Unit 2.5 - 1 Test
TEACHER POWERPOINTS: UNIT 2.5 PROGRAMMING LANGUAGES AND IDES J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.5 PROGRAMMING LANGUAGES AND IDES J277 (FROM 2020)

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These adaptable PowerPoint Presentations (31 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.5. It includes: Teaching PowerPoint Presenations (includes checkpoint questions and answers) Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: Characteristics and purpose of different levels of programming language: High-level languages Low-level languages The purpose of translators The characteristics of a compiler and an interpreter Common tools and facilities available in an Integrated Development Environment (IDE): Editors Error diagnostics Run-time environment Translators
37 HOMEWORK ACTIVITIES - OCR GCSE COMPUTER SCIENCE J277 (FROM 2020)
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37 HOMEWORK ACTIVITIES - OCR GCSE COMPUTER SCIENCE J277 (FROM 2020)

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This pack consists of 37 editable homework/classwork activities that can be used to support your delivery of the Computer Science GCSE course. In addition, the homework bundle also contains a suggested mark scheme for each activity. Unit 1.1 · Components of a CPU · CPU Performance · Embedded Systems Unit 1.2 · ROM & RAM · Flash Memory & Virtual Memory · Data Capacity · Storage Comparison · Data Storage · Compression Unit 1.3 · LANS & WANS · Wired & Wireless Networks · Star & Mesh Topology · Network Protocols · The Concept of Layers Unit 1.4 · Malware · Network Threats · Network Vulnerabilities Unit 1.5 · Operating Systems · Utility Software Unit 1.6 · The Impacts of Technology · The Digital Divide · Legislation + Proprietary and Open Source Software Unit 2.1 · Decomposition & Abstraction · Flowcharts & Programs · Sorting Data · Sorting & Searching Programs Unit 2.2 · Selection · Iteration · Arrays (Lists) · Functions Unit 2.3 · Authentication · Maintainability · Testing Unit 2.4 · Boolean Logic & Truth Tables · Logic Gates Unit 2.5 · Programming Languages · IDEs
TEACHER POWERPOINTS: UNIT 3.2 PROGRAMMING 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.2 PROGRAMMING 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (188 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.2. Python is used as the programming language in this unit. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoints (Includes checkpoint questions, but omits the answers) Content Covered: Understand the concept of a data type. Understand and use the following appropriately: • integer • real • Boolean • character • string. Use, understand and know how the following statement types can be combined in programs: • variable declaration • constant declaration • assignment • iteration • selection • subroutine (procedure/function). Use definite (count controlled) and indefinite (condition controlled) iteration, including indefinite iteration with the condition(s) at the start or the end of the iterative structure. Use nested selection and nested iteration structures. Use meaningful identifier names and know why it is important to use them. Be familiar with and be able to use: • addition • subtraction • multiplication • real division • integer division, including remainders. Be familiar with and be able to use: • equal to • not equal to • less than • greater than • less than or equal to • greater than or equal to. Be familiar with and be able to use: • NOT • AND • OR Understand the concept of data structures. Use arrays (or equivalent) in the design of solutions to simple problems. Use records (or equivalent) in the design of solutions to simple problems. Be able to obtain user input from the keyboard. Be able to output data and information from a program to the computer display. Understand and be able to use: • Length • Position • Sub-string • Concatenation • convert character to character code • convert character code to character • string conversion operations. Be able to use random number generation. Understand the concept of subroutines. Explain the advantages of using subroutines in programs. Describe the use of parameters to pass data within programs. Use subroutines that return values to the calling routine. Know that subroutines may declare their own variables, called local variables, and that local variables usually: • only exist while the subroutine is executing • are only accessible within the subroutine. Use local variables and explain why it is good practice to do so. Describe the structured approach to programming. Explain the advantages of the structured approach. Be able to write simple data validation routines. Be able to write simple authentication routines. Understand what is meant by testing in the context of algorithms and programs. Be able to correct errors within algorithms and programs. Understand what test data is and describe the following types of test data: • normal (typical) • boundary (extreme) • erroneous data.
TEACHER POWERPOINTS: UNIT 3.1 FUNDAMENTALS OF ALGORITHMS 8525 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 3.1 FUNDAMENTALS OF ALGORITHMS 8525 (FROM 2020)

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These adaptable PowerPoint Presentations (74 Slides) cover all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) component 3.1. It includes: Teaching PowerPoint Presentations (includes checkpoint questions and answers) -74 Slides Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: Understand and explain the term algorithm. Understand and explain the term decomposition. Understand and explain the term abstraction. Use a systematic approach to problem solving and algorithm creation representing those algorithms using pseudo-code, program code and flowcharts. Explain simple algorithms in terms of their inputs, processing and outputs. Determine the purpose of simple algorithms. Understand that more than one algorithm can be used to solve the same problem. Compare the efficiency of algorithms explaining how some algorithms are more efficient than others in solving the same problem. Understand and explain how the linear search algorithm works. Understand and explain how the binary search algorithm works. Compare and contrast linear and binary search algorithms. Understand and explain how the merge sort algorithm works. Understand and explain how the bubble sort algorithm works. Compare and contrast merge sort and bubble sort algorithms.