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Warren Sparrow's Shop

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Head of Department at an Outstanding School. I was nominated as one of the top 50 teachers in the Global Teachers Prize. I am a Microsoft Innovative Expert Educator, a Microsoft Fellow and a Microsoft Certified Trainer working in a Google School. I received the Microsoft Award for innovation in ICT, Education Department Provincial Award for Best ICT Practice and Eduweek’s Best Classroom Practice.

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Head of Department at an Outstanding School. I was nominated as one of the top 50 teachers in the Global Teachers Prize. I am a Microsoft Innovative Expert Educator, a Microsoft Fellow and a Microsoft Certified Trainer working in a Google School. I received the Microsoft Award for innovation in ICT, Education Department Provincial Award for Best ICT Practice and Eduweek’s Best Classroom Practice.
Python Version 3: Reserved words
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Python Version 3: Reserved words

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Python Version 3: Reserved words This is a high resolution poster that shows the various reserved words in Python Version 3. This is ideal as a poster on the wall or as a quick reference for the students. The zip files contains the poster in both high resolution for a poster and a lower resolution to print in the students books or to place on the students drive. Please have a look at /teaching-resource/python-version-3-sample-11943102 for a sample of other Python teaching resources.
Python Version 3: Variable rules
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Python Version 3: Variable rules

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Python Version 3: Variable rules This is a high resolution poster that shows the various variable rules in Python Version 3. This is ideal as a poster on the wall or as an A4 quick reference for the students. The zip files contains the poster in both high resolution for a poster and a lower resolution to print in the students books. Please have a look at /teaching-resource/python-version-3-sample-11943102 for a sample of other Python teaching resources.
Python 3: Input and Output 3 x 1 hour lessons with instructional videos
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Python 3: Input and Output 3 x 1 hour lessons with instructional videos

3 Resources
Computer Science new curriculum Python 3: Input and Output 3 x 1 hour lessons with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Each 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), differentiated exercises, and the completed python files. Download all the files into the same folder and run Python Input Output Power Point. Have a look at /teaching-resource/python-version-3-sample-11943102 for a sample of each unit
Python 3: Input and Output Lesson 3 with instructional videos
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Python 3: Input and Output Lesson 3 with instructional videos

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Computer Science new curriculum Python 3: Input and Output Lesson 3 with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Lesson outcome: To be able to format the output produced by the print function Lesson Aim: To understand how to format output using the print function. This 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), (The videos covers: input, output, print, function, format, concatenation.) differentiated exercises, and the completed python files. Download all the files into the same folder and run Python Input Output Power Point 3. Have a look at /teaching-resource/python-version-3-sample-11943102 for a sample of each unit
ICT KS 2/3 Start a company unit of work
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ICT KS 2/3 Start a company unit of work

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ICT KS 2/3 Start a company unit of work This is a 19 page unit of work on how to start a company using Word, Paint / Paint dot Net (11 hours of lesson plans with formal assessment at the end) This includes the lesson plan, all templates and completed samples for this unit. It includes creating your own logo, business card, letterhead, advertising and creating a brochure.
Python 3:  Input and Output Lesson 1 with instructional videos
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Python 3: Input and Output Lesson 1 with instructional videos

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Computer Science new curriculum Python 3: Input and Output Lesson 1 with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Lesson outcome: To be able to write a program that uses simple input and output functions. Lesson Aim: To use the input function asking the user for information, print this and output to the python shell This 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), (The videos cover IDLE, input, output, print, comments, functions) differentiated exercises, and the completed python files. Download all the files into the same folder and run Python Input Output Power Point. Have a look at /teaching-resource/python-version-3-sample-11943102 for a sample of each unit
Python 3: Number guessing game with instructional videos
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Python 3: Number guessing game with instructional videos

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Computer Science new curriculum Python 3: Number guessing game with instructional videos These python version 3 units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to program using Python. This course covers everything for GCSE (9-1) in Computer Science. Lesson outcome: To be able create a game where the user has to guess a number. This 1 hour lesson comprises of: the lesson plan, a complete Power Point with all teaching videos embedded , (This means that you do not need to know anything about Python, the students can watch the videos on their own or you can watch it as a class.), (The videos covers: Import, variable, constant, print, while loop, if.) differentiated exercises, and the completed python files. Download all the files into the same folder and run Number game PowerPoint. Have a look at /teaching-resource/python-version-3-sample-11943102 for a sample of each unit
Computing / ICT KS 2/3 Create a PowerPoint time capsule
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Computing / ICT KS 2/3 Create a PowerPoint time capsule

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Computing / ICT KS 2/3 Create a PowerPoint time capsule This is a 22 page pdf unt of work with 9 hours of lesson plans. This includes the lesson plan, all templates and completed samples for this unit, as well as all learner support material. This can be easily adapted to suit just about any topic. This is a 22 page unit of work on how to create a time capsule using Microsoft PowerPoint, but can be used in Google Slides as well. (9 hours of lesson plans ) This includes the lesson plan and completed samples for this unit.
Scratch 2.0 Lesson 3 – Underwater Game
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Scratch 2.0 Lesson 3 – Underwater Game

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This is a 16 page booklet for the students to follow to create a underwater game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Lesson 3 – Underwater Game Learning Objectives You will understand how to: • Import sprites • Edit costumes of sprites given in Scratch • Animate sprites using scripts • Control the movement of sprites using the arrow keys • Create scripts that move sprites around automatically • Create interaction between sprites • Use co-ordinates and random numbers to set start position of sprites • Use variables and scripts to allow scoring and countdown • Use backgrounds built into Scratch • Making autonomous sprites
Scratch 2.0 Lesson 1 Create a game
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Scratch 2.0 Lesson 1 Create a game

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Create a game This is a 16 page booklet for the students to follow to create a game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Learning Objectives You will understand how to: • Create a simple script that animates the sprite automatically • Create a script that allows the user to control the movement of the sprite using the arrow keys • Combine the different scripts to work together on the same sprite • Make the sprite reverse direction • Edit the stage using the Paint Editor facility within Scratch • Make the sprite react to the background • Import a new sprite from the ones available within scratch • Create and edit new costumes for an existing sprite • Create a simple script that move the sprite automatically • Create variables to set the score and the countdown • Set a sprite to start in a certain position • Save your work You will understand: • What Scratch is and what it does • The main parts of Scratch interface • What decomposition and how it is used
Scratch 2.0 Lesson 2 Create Packman Style Game
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Scratch 2.0 Lesson 2 Create Packman Style Game

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This is a 12 page booklet for the students to follow to create a Packman Style Game . It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Learning Objectives You will understand how to: • Delete, resize and draw new sprites • Draw new costumes and use them to animate a sprite • Control the movement of a sprite using arrow keys • Design a maze on the stage • Make sprites interact with the background by using colours • Make sprites start in a pre-set starting position using co-ordinates • Make objects disappear and reappear in a random position • Create variables to set up scoring in the game • Make an autonomous sprite chase the sprite controlled by the player
Scratch 2.0  Lesson 4 Programming and Control Monkey Game
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Scratch 2.0 Lesson 4 Programming and Control Monkey Game

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Scratch 2.0 Lesson 4 Programming and Control Monkey Game Lesson 4 – Monkey Game This is a 8 page booklet for the students to follow to create a monkey game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. The objective of the game is to collect 10 bananas or more in 20 seconds A countdown goes from 20 seconds to 0.When the countdown reaches zero a message will come up saying whether the player has won (10 bananas or more) or lost (less than 10 bananas collected). Learning Objectives: You will understand: • The following key terms – variable, operator, IF..Else…repeat until • How to give the user instructions at the beginning of the game • How to use broadcast to start the game • GREATER THAN and LESS THAN symbols • BOOLEAN LOGIC as it applies to combining conditions necessary for game outcomes. • Combine different conditions using If…Else.. to govern the game outcome • How to animate a sprite using costumes • How to control the movement of a sprite using arrow keys • How to design a maze on the stage • How to make sprites interact with the background by using colours • The range of coordinates available on the stage in Scratch • How to make sprites start in a pre-set starting position using co-ordinates • How to make objects to disappear and reappear in a random position You will understand the objective of the game:
Scratch 2.0  Lesson 5 Creating Graphics
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Scratch 2.0 Lesson 5 Creating Graphics

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Using Scratch 2.0 Lesson 5 Creating Graphics This is a 12 page booklet for the students to follow to create and use graphics. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Lesson 5 Creating Graphics Learning Objectives You will understand how to: • Delete a sprite and import a new sprite • Draw using the pen feature of scratch • Use the pen up and pen down feature • Change the colour of the pen • Set the position of the sprite using co-ordinates • Make a sprite appear and disappear using show and hide • Use the repeat function in Scratch • Use the broadcast feature in Scratch • Create simple subroutines You will understand about: • The use of co-ordinates • The advantages of using subroutines (efficiency and flexibility)
Scratch 2.0 Lesson 6 – co-ordinates, subroutines, variables and user input
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Scratch 2.0 Lesson 6 – co-ordinates, subroutines, variables and user input

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Scratch 2.0 Lesson 6 – co-ordinates, subroutines, variables and user input This is a 12 page booklet for the students to follow to create a game. It is easy to follow and has great screen shots for ease of use. Includes a lesson planning sheet. Learning Objectives You will understand how to: • Delete a sprite and import a new sprite • Draw using the pen feature of Scratch • Use the pen up and pen down feature • Change the colour of the pen • Set the position of the sprite using co-ordinates • Make a sprite appear and disappear using show and hide • Add variables to your program to change the direction of movement • Use the broadcast feature in Scratch to create subroutines • Use subroutines to make the program more efficient and easier to edit • Enable user input to set the number of sides of each shape
Scratch 2.0 6 Lessons
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Scratch 2.0 6 Lessons

6 Resources
Scratch 2.0 6 Lessons All the resources you need to run scratch in your class. All six lessons have lesson plans, as well as the documents for the students to follow at their own pace.
Spreadsheets Basics Lesson 2
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Spreadsheets Basics Lesson 2

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Microsoft Excel Worksheet Exercise 2 These basic spreadsheet units are ideal for students, non-specialist computing teachers, NQTs and any person that would like to learn how to use Excel / spreadsheets. These worksheets cover the basics and are ideal for KS2 /3 This worksheet is designed for independent study by students. There are instructions for the students, a Microsoft Excel template for the students to work on, as well as a completed Excel document so that the teacher can show / compare what they have done. **Learning Objectives ** Understand how to enter text, numbers and formula Understand using an absolute cell reference Understand how to use the fill handle to replicate formula Understand the AutoSum feature Understand how to use currency formatting Understand how to put name and date in the footer Understand how to use page setup to properly format your work Understand how to show formulas in formula view Understand how to make a copy of a spread sheet Understand the term variable Understand how to model different outcomes by changing a variable in the spreadsheet Please have a look at /teaching-resources/shop/wsparrow to see other resources.
Python Version 3: Colour Coding
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Python Version 3: Colour Coding

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Python Version 3: Colour Coding This is a high resolution poster that shows the various colours and what they mean in Python Version 3. This is ideal as a poster on the wall or as an A4 quick reference for the students. The zip files contains the poster in both high resolution for a poster and a lower resolution to print in the students books. Please have a look at /teaching-resource/python-version-3-sample-11943102 for a sample of other Python resources.
Scratch 1.4 Lesson 6 – co-ordinates, subroutines, variables and user input
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Scratch 1.4 Lesson 6 – co-ordinates, subroutines, variables and user input

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Scratch 1.4 Lesson 6 – co-ordinates, subroutines, variables and user input This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 12 page document. Learning Objectives You will understand how to:  Delete a sprite and import a new sprite  Draw using the pen feature of Scratch  Use the pen up and pen down feature  Change the colour of the pen  Set the position of the sprite using co-ordinates  Make a sprite appear and disappear using show and hide  Add variables to your program to change the direction of movement  Use the broadcast feature in Scratch to create subroutines  Use subroutines to saves code and make the program more efficient and easier to edit  Enable user input to set the number of sides of each shape
Scratch 1.4 Lesson 4 – Monkey Game
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Scratch 1.4 Lesson 4 – Monkey Game

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Scratch 1.4 Lesson 4 – Monkey Game This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 8 page document. Learning Objectives: You will understand:  The following key terms – variable, operator, IF..Else…repeat until  How to give the user instructions at the beginning of the game  How to use broadcast to start the game  GREATER THAN and LESS THAN symbols  BOOLEAN LOGIC as it applies to combining conditions necessary for game outcomes.  Combine different conditions using If…Else.. to govern the game outcome  How to animate a sprite using costumes  How to control the movement of a sprite using arrow keys  How to design a maze on the stage  How to make sprites interact with the background by using colours  The range of coordinates available on the stage in Scratch  How to make sprites start in a pre-set starting position using co-ordinates  How to make objects to disappear and reappear in a random position
Scratch 1.4 Lesson 2 – Pac Man Style Game
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Scratch 1.4 Lesson 2 – Pac Man Style Game

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Lesson 2 – Pac Man Style Game This is a manual for the students to follow. Very little input required from the teacher, as all instructions with pictures for assistance are included in this 12 page document. Learning Objectives You will understand how to: • Delete, resize and draw new sprites • Draw new costumes and use them to animate a sprite • Control the movement of a sprite using arrow keys • Design a maze on the stage • Make sprites interact with the background by using colours • Make sprites start in a pre-set starting position using co-ordinates • Make objects disappear and reappear in a random position • Create variables to set up scoring in the game • Make an autonomous sprite chase the sprite controlled by the player