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Computer Science Made Easy

Average Rating3.42
(based on 39 reviews)

I have a long history in teaching Computer Science at secondary level. Most of my resources are related to the Edexcel syllabus, but in CS computing is computing, and it is all much the same!. I like to teach programming in a way that the kids will really 'get' using things relevant in their lives, like Beyonce, and Adidas!

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I have a long history in teaching Computer Science at secondary level. Most of my resources are related to the Edexcel syllabus, but in CS computing is computing, and it is all much the same!. I like to teach programming in a way that the kids will really 'get' using things relevant in their lives, like Beyonce, and Adidas!
10 Python scripts for very simple games for beginners to learn the basics
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10 Python scripts for very simple games for beginners to learn the basics

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These scripts start very easy for absolute beginners, and build upon knowledge. There are ten, which could be turned into 10 lessons by just adding starter, plenary, LO's etc. They are fun ways of introducing IF, ELIF, WHILE, tuples, data types, maths, importing functions, using answers as inputs. I've used them in KS3 for lower ability to copy, and get used to accuracy, particularly in indents, and EOL string errors. I've also introduced the concept to KS4, and use them only as a reference point in a laminated book. There will be a second resource which focusses on calling sub routines with global variables, allowing the learners to practice skills needed for GCSE computer science.
Scratch scripts for beginners half a terms work
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Scratch scripts for beginners half a terms work

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Six ideas for simple games that can be created in Scratch. They cover IF, loops, ELSE, show, hide, delays, pen up, scrolling screen, changing rooms, sensing colour, movement with the keyboard or automatically. There is an aim on each slide, all you need to do is add is starter, plenary, and you have half a terms work in the bag! This could be used with very young children in primary, copying the code, or older children, with the coding explained, but not given. I've used it with year 7 for several years and the youngsters love it.
Responding to network threats
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Responding to network threats

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Can be used as a standalone lesson, or a double lesson with 2a threats to a network. This one hour lesson, with objectives, and outcomes, covers Anti virus, firewall, AUP, back ups, and access levels. There are several engaging activities, links, and a levelled task at the end with a 6-9 mark scheme.
Scratch basic skills lesson, changing stage and programming delays
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Scratch basic skills lesson, changing stage and programming delays

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This lesson has been used with lower ability year 7 and 8. Learners find out how to count up seconds and program delays. They learn how the stage can change. They also develop the skills of getting sprites to 'say'. There is a peer assessment activity, and a homelearning sheet to define key terms. It is adaptable for any topic, and has been used in pshe as an esafety cross curricula lesson.
Scratch lesson using pen up pen down
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Scratch lesson using pen up pen down

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This is a full one hour lesson for basic skills in Scratch. It is suitable for year 5 up to year 8. There is an extension task included. The lesson builds upon the introductory aquarium lesson, but can be used as a standalone with a slide added to explain x and y co-ordinates. The learners loved how they could use this coding and create something personal to them (the first letter of their name).
PPT lesson introducing Scratch with an aquarium
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PPT lesson introducing Scratch with an aquarium

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A full lesson which could be delivered by a non specialist. It includes learning objectives, and outcomes. Learners get an introduction to the x and y co-ordinates on screen. The opportunity to develop a sea bed stage. They then use given sprites and program them to swim across the screen, touch the end, turn and swim back. There is an extension task of adding further fish, and changing the variable speed.
Lesson on using subroutines in Python
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Lesson on using subroutines in Python

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Whole lesson explaining how def is used in Python. Creating main procedures, and calling subroutines within them, using Rhianna lyrics. Practical task decomposing cooking a Sunday dinner. Homelearning task included. Ideal for lower ability, or younger children, to teach the basics of subroutines, procedures that don't calculate a value, or use global variables.
Understanding FOR loops in Python
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Understanding FOR loops in Python

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Introduction to using FOR loops for a range of items and a specified number of time, or for each entry in a list. Comparison with infinite WHILE TRUE loops. Ideal for lower ability, or younger children to understand the basics. Practical programming task included.
Understanding WHILE loops, and interpreting basic pseudocode.
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Understanding WHILE loops, and interpreting basic pseudocode.

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A one hour lesson on understanding how the while loop works with a counter. Students have the opportunity to think about a problem, seeing a WHILE flow diagram, reading some Pseudocode for a while loop, then get the chance to program a 'buggy' while loop, with expected output given. The solutions, and a homework task are also included. This lesson is aimed at either low ability KS4 or high ability KS3, and kept my youngsters engaged with it's problem solving nature.
An introduction to IF statements, Python programming challenges, pseudocode
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An introduction to IF statements, Python programming challenges, pseudocode

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Based upon a problem solving approach. Learners are asked to code in Python to solve several problems in Python, and also get an introduction to basic Pseudocode to enable them to read, interpret and write Pseudocode. Possible solutions are included. This is a one hour lesson, aimed at year 10 lower ability, and was used successfully with higher attainers too.
Abstraction, flow chart, application to Game Maker SOW 6 weeks including assessment and exam
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Abstraction, flow chart, application to Game Maker SOW 6 weeks including assessment and exam

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This is a 6 week SOW which introduces learners to the concept of abstraction, pseudocode writing, and then flowcharting, with examples, and easy to follow PowerPoints with activities to deepen learning. Abstraction, pseudocode, flowchart, create, debug, improve is given as a cycle for learning programming. Lessons 4 5 and 6 are about creating a step by step Fifa football game with challenges at the end. There are differentiation tasks throughout the sow.
Learning To Code
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Learning To Code

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Learners find out how to abstract, write pseudocode, create a flowchart (algorithm) and then apply this to Python coding, using an IF, ELSE to create a quiz question. The idea is to teach the learners that solving a problem doesn't start with typing code into Python. It shows definitions and examples to introduce the concepts, and ends with a practical programming task.