ICT/Computing teacher since 2003 and Vice Principal. Interested in technology, gadgets, game design and software/web development. Owner of Barney - a rather grumpy at times but loveable West Highland Terrier who sometimes features in my resources!
ICT/Computing teacher since 2003 and Vice Principal. Interested in technology, gadgets, game design and software/web development. Owner of Barney - a rather grumpy at times but loveable West Highland Terrier who sometimes features in my resources!
This is a Revision tool based on the old Blockbusters game format with a gameboard that can be customised with your own questions and can be used as a whole class revision resource or in pairs on their own computers. The player selects the hexagon and the question automatically appears at the bottom of the screen. The answer can be revealed by clicking the “Reveal Answer” button. The hexagon can then be turned blue or white depending on who won the hexagon or black if they got it wrong.
The gameboard is currently loaded with GCSE revision computer-related questions but can be changed by clicking on the “Questions” sheet and changing the information. After updating the Questions and Answers, click “Reset Gameboard” to rebuild the gameboard with your new questions and answers. If you have answers starting with the same letter then you can enter two letters to differentiate your answers. This opens the game to more possibilities.
Note: This excel spreadsheet uses macros in order to work. Please enable them upon loading the spreadsheet.
This lesson introduces binary and compares it to denary. A method of converting denary to binary is then worked through and there are two worksheet activities for students to complete on binary conversion and arithmetic.
This lesson introduces von Neumann architecture briefly and then focuses on inputs and outputs. Students explore the input and outputs devices that would be used in a self-service checkout and several other scenarios.
A set of 7 topics that provide an introduction to the following Computing topics: binary, binary logic, CPU, network topologies and storage technologies.
This 14-lesson unit of work takes students through the process of creating their own game in Scratch. They start by considering what makes a game successful and then move on to learn gaming concepts like sprite movement, animation, collision detection and variables using Scratch. The lessons directly link to Scratch game resources I have placed in the Barney Game Studio on the Scratch website (http://scratch.mit.edu/studios/1977310/). At the end of their unit, there is a lesson on user testing where they will get the opportunity to peer assess the games they create. They can also create an instruction manual for their game, evaluating the forms and conventions of such documents and using desktop publishing software to create their own.
This spreadsheet tests students ability to make a prediction from a model, create a graph, use the SUM and Goal Seek functions, write an IF statement and use data validation. The last sheet in the spreadsheet contains formulas that indicate when the student has completed each task correctly to help with marking.
This lesson looks at how computer graphics have developed and how a simple 1-bit image can be encoded using binary. Students then have the opportunity to encode and decode their own binary images. They need to be able to convert binary to denary and vice versa before doing this lesson.
Lesson where students learn about the three main storage technologies: optical, magnetic and solid-state. After researching each technology and how it works, they can then apply that knowledge to identify the most appropriate storage technology for each of the given scenarios in the worksheet. There is also an extension worksheet on Cloud storage.
Introduction to AND, OR and NOT gates. Students then complete the truth tables in a worksheet. They can then use the logic.ly website to self-assess whether they got the truth tables correct and create their binary logic gate diagram to program a car safety system.
This lesson focuses on students identifying and writing pseudocode for the Pacman game (on the worksheet). Students can then move on to the pacman challenge game in Scratch with some of the coding already completed so they can transfer the pseudocode they have written into code. The aim of the lesson is for students to see the relevance of pseudocode and planning before launching straight into coding.
The pacman challenge game is available at Barney Game Studios: https://scratch.mit.edu/projects/162290425/