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Pokémon GO Mobile input devices Computing lesson for KS3
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Pokémon GO Mobile input devices Computing lesson for KS3

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Students learn about how installing Apps onto mobile phones needs some consideration. Learning objectives: o Understand the input devices that a mobile phone can use The narrative flow of the lesson follows the following: • Pokémon uses GPS to understand the user's location • GPS can also plot time • Augmented reality means that we plot computer items onto the real world • But are there risks associated with this
Google skills for KS3
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Google skills for KS3

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Two lessons for KS3 around improving Google skills. Can be used as cover lessons, or to help you expand student's knowledge of the world's most popular search engine.
AppInventor Computing Programming Scheme of work for KS3
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AppInventor Computing Programming Scheme of work for KS3

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Full scheme of work including video tutorials for each section. 5 lessons including Assessment sheet. This resource has 23 separate files, all the preparation is done so pretty much all you have to do is check it over and go! Includes all resources and potential exam questions that can be set for homework or for a test.
Pokémon GO Viruses, Malware Computing lesson for KS3 and KS4
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Pokémon GO Viruses, Malware Computing lesson for KS3 and KS4

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Students learn about how installing Apps onto mobile phones needs some consideration. Learning objectives: o Be aware that Apps from alternative sources may not be safe o Understand that you exchange some element of privacy in exchange for using Apps on a phone The narrative flow of the lesson follows the following: • How malware is installed on computers • How malware is social engineering - making people install Pokémon go from other sources is dangerous • Pokémon Go is actually known as malware for some people! • Pokémon Go was just the type of App that people were excited to get they would take risks for: but was this worth it?
Abstraction Computing Lesson for KS3
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Abstraction Computing Lesson for KS3

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Two different ways of teaching abstraction to a Key Stage 3 audience. One way is by using logos and Photoshop (Abstraction and Logo Design). The other included way is by creating a model in Microsoft Excel (Abstractionmodel). Both very successful lessons to explain this important concept.
MiniMax algorithm for KS3 / GCSE / A-level
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MiniMax algorithm for KS3 / GCSE / A-level

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A lesson that can really stretch able students and discuss the MiniMax algorithm based around a naughts and crosses game. This worksheet needs to be completed on a computer as the students will drag and drop the playing pieces on the worksheet.
Scratch Christmas Animation KS2
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Scratch Christmas Animation KS2

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Scratch Christmas animation designed for KS2. Contains lesson plan and targets for the children to reach during the sesson. Contains all assets and music for this great xmas lesson!
A very Python Christmas
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A very Python Christmas

3 Resources
A selection of resources to bring a bit of Christmas cheer into your computing classroom. Designed for Python Suitable for all levels of students, particularly KS3 and KS4 although some resources may be suitable for KS2.
Files theory for GCSE Computer Science
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Files theory for GCSE Computer Science

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Teaches students about basic file handing including the basic operations; open, read and write. This resource is not based on any particular programming language, so is applicable for any particular language you choose.