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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 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.
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.
Coding  Halloween Games using Scratch 3.0 - Prof Cody Teaches Kids to Code
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Coding Halloween Games using Scratch 3.0 - Prof Cody Teaches Kids to Code

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Two great programming games for your students to create. Each game provides education and entertainment for a one hour lesson, with a number of challenges to stretch pupils knowledge and understanding of programming concepts. Halloween Part 1 This game includes the creation of spooky ghosts that need to be caught. Each time you catch a ghost you get points. Halloween Part 2 This game includes a flying witch who is really hungry and gets points each time she eats a flying bat. The witch must also try to avoid the thunder and lightening as each time she is hit she loses points. Students can open an online Scratch template to get them started on their adventure.
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
TEACHER POWERPOINTS: TOPIC 4 NETWORKS 1CP2 (FROM 2020)
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TEACHER POWERPOINTS: TOPIC 4 NETWORKS 1CP2 (FROM 2020)

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These adaptable PowerPoint Presentations (121 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 4. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoint (Including checkpoint questions, but omits the answers) Content Covered: · understand why computers are connected in a network · understand different types of networks (LAN, WAN) · understand how the internet is structured (IP addressing, routers) · understand how the characteristics of wired and wireless connectivity impact on performance (speed, range, throughput, bandwidth) · understand that network speeds are measured in bits per second (kilobit, megabit, gigabit) and be able to construct expressions involving file size, transmission rate and time · understand the role of and need for protocols (Ethernet, Wi-Fi, TCP/IP, HTTP, HTTPS, FTP and email (POP3, SMTP, IMAP)) · understand how the 4-layer (application, transport, network, data link) TCP/IP model handles data transmission over a network · understand characteristics of network topologies (bus, star, mesh) · understand the importance of network security, ways of identifying network vulnerabilities (penetration testing, ethical hacking) and methods of protecting networks (access control, physical security, firewalls)
Video Tutorial Lesson 4 - Using Iteration (Repetition) - Prof Cody Teaches Kids to Code
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Video Tutorial Lesson 4 - Using Iteration (Repetition) - Prof Cody Teaches Kids to Code

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Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 4 – Using Iteration (Repetition) This lesson introduces the concept of Iteration (Repetition) and students have the opportunity of developing programs that repeat loops as well as forever loops. They will learn how to make programs more efficient by creating shapes using a repeat loop and will then move on to create a scary game using repeats and forever loops. Students also have to complete a series of challenges at the end of each activity.
Video Tutorial Lesson 3 - Using Selection - Prof Cody Teaches Kids to Code
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Video Tutorial Lesson 3 - Using Selection - Prof Cody Teaches Kids to Code

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Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 3 – Using Selection This lesson introduces the concept of selection and students have the opportunity of developing programs that use If and If then Else block structures. They will learn how to make a multi-answer quiz and create a Crack the Code game. Students also have to complete a series of challenges at the end of each activity.
TEACHER POWERPOINTS BUNDLE: COMPONENT 2 - COMPUTATIONAL THINKING, ALGORITHMS AND PROGRAMMING J277 (FROM 2020)
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TEACHER POWERPOINTS BUNDLE: COMPONENT 2 - COMPUTATIONAL THINKING, ALGORITHMS AND PROGRAMMING J277 (FROM 2020)

5 Resources
These adaptable PowerPoint Presentations (357 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) Component 2 - Computational thinking, algorithms and programming . It includes: Teaching PowerPoint Presentations (including checkpoint questions and answers) Student PowerPoint Presentations (Including checkpoint questions, but omits the answers) Content Covered: 2.1 Algorithms 2.2 Programming fundamentals 2.3 Producing robust programs 2.4 Boolean logic 2.5 Programming languages and Integrated Development Environments
NEA Support Pack - GCSE Computer Science (9-1) OCR
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NEA Support Pack - GCSE Computer Science (9-1) OCR

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This photocopiable resource has been produced to ensure that your students are able to successfully complete the OCR Computer Science GCSE NEA. 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: Introduction for students - NEA Procedures Technical Preparation for the NEA component J276 Programming project Sample Task 1 - Archside Academy Detention Database. Including: NEA sample project scenario NEA sample student solution NEA sample Python code J276 Programming project Sample Task 2 - Quiz Board Game Including: NEA sample project scenario NEA sample student solution NEA sample Python code 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
Video Tutorial Lesson 6 - Using Arrays (Lists) - Prof Cody Teaches Kids to Code
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Video Tutorial Lesson 6 - Using Arrays (Lists) - Prof Cody Teaches Kids to Code

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Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 6 – Using Arrays (Lists) This lesson introduces the concept of Arrays using Scratch Lists. Students have the opportunity of developing programs that use arrays to make a birthday present list. They also get to make a memory game, where they have to memorise a series of items in a list. Finally, they use an array to create a high scorer list in a game. Students also have to complete a series of challenges at the end of each activity.
Video Tutorial Lesson 1 - What is Coding? - Prof Cody Teaches Kids to Code
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Video Tutorial Lesson 1 - What is Coding? - Prof Cody Teaches Kids to Code

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Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 1 – What is Coding? This lesson is about algorithms and how they are used to produce computer programs. Students will learn about the use of sequences of instructions and why it is important that these instructions are given in the correct order. They will create a dance computer program, add music and watch their very own choreographed dance!
Video Tutorial Lesson 5 - Using Procedures & Functions - Prof Cody Teaches Kids to Code
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Video Tutorial Lesson 5 - Using Procedures & Functions - Prof Cody Teaches Kids to Code

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Professor Cody Teaches Kids to Code using Scratch 3.0 – Lesson 5 – Using Procedures & Functions This lesson introduces the concept of Procedures and Functions using My Blocks. Students have the opportunity of developing programs that use procedures to spray a car in a car factory as well as procedures used to build a house. They will also have the opportunity to create a function that returns a value to the main program. Students also have to complete a series of challenges at the end of each activity.
TEACHER POWERPOINTS BUNDLE: COMPONENT 1 - COMPUTER SYSTEMS J277 (FROM 2020)
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TEACHER POWERPOINTS BUNDLE: COMPONENT 1 - COMPUTER SYSTEMS J277 (FROM 2020)

6 Resources
These adaptable Teacher PowerPoint Presentations (479 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) Component 1 - Computer Systems. It includes: Teaching PowerPoint Presentations (including checkpoint questions and answers) Student PowerPoint Presentations (Including checkpoint questions, but omits the answers) Content Covered: 1.1 Systems architecture 1.2 Memory and storage 1.3Computer networks, connections and protocols 1.4 Network security 1.5 Systems software 1.6 Ethical, legal, cultural and environmental impacts of digital technology
TEACHER POWERPOINTS BUNDLE: GCSE COMPUTER SCIENCE AQA 8525 - ALL UNITS FROM 3.1 TO 3.8
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TEACHER POWERPOINTS BUNDLE: GCSE COMPUTER SCIENCE AQA 8525 - ALL UNITS FROM 3.1 TO 3.8

12 Resources
These adaptable PowerPoint Presentations (788 Slides) provide complete coverage of all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) - Unit 3.1 to 3.8. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoints (Including checkpoint questions, but omits the answers) A Complete Guide to Python Programming (Includes student activities) What does the teacher pack cover? • 3.1 Fundamentals of algorithms • 3.2 Programming • 3.3 Fundamentals of data representation • 3.4 Computer systems • 3.5 Fundamentals of computer networks • 3.6 Cyber security • 3.7 Relational databases and structured query language (SQL) • 3.8 Ethical, legal and environmental impacts of digital technology on wider society, including issues of privacy