Welcome to my TES shop! I am a subject leader for ICT & Computer Science, creating and sharing resources to support teachers in delivering ICT, Computer Science, Computational Thinking and the Digital Competence Framework. For more resources, visit robbotresources.com
email: robbotresources@outlook.com
Welcome to my TES shop! I am a subject leader for ICT & Computer Science, creating and sharing resources to support teachers in delivering ICT, Computer Science, Computational Thinking and the Digital Competence Framework. For more resources, visit robbotresources.com
email: robbotresources@outlook.com
This unit of work introduces students (I use this with year 7) to the concepts of computational thinking and logical thinking. It is split into three fully differentiated sections:
1. Design an interactive story using a flowchart to identify the key decision points within your story.
2. Create an interactive story using PowerPoint, hyperlinking the slides to the correct locations.
3. Test and evaluate your story and make improvements where required.
I have included some slides to provide additional assistance, for example hyperlinking auto shapes, removing the on mouse click advancements, etc.
Alongside developing computational thinking skills, this unit is also an opportunity for students to develop their graphic design skills.
I have also included an example interactive story so students can get an idea of what they could create themselves, while considering what they could make even better themselves.
This resource is a perfect continuation from my Introduction Computational Thinking for KS3 resource!
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This bundle includes both my year 7 and year 8 Computer Systems units of work!
What you will learn within the year 7 unit of work:
To show understanding of the difference between input and output devices with suitable examples.
To understand the difference between internal and external devices with suitable examples.
To describe the different types of storage: Magnetic, Optical and Solid State.
To understand the role and purpose of the CPU and the relationship with RAM (Fetch-Execute Cycle).
To show an understanding of an embedded system including suitable examples.
What you will learn within the year 8 unit of work:
Explain factors affecting CPU performance.
Clock Speed
Cache Size
Number of Cores
RAM, ROM and Virtual Memory – understanding of differences between volatile and non-volatile memory.
Explain factors affecting secondary storage.
Cost
Capacity
Speed
Portability
Understand the Fetch – Execute Cycle.
Both units of work include a range of information and activities to develop student knowledge and understanding of computer systems.
Knowledge organisers, revision sheets and final assessments are also included.
Teacher answer powerpoints for both units of work are also included.
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Computer Science: Introduction to Networks for KS3 students
The aim of this unit of work is to introduce KS3 students to computer networks. Within this unit of work, students will learn the following:
What will you learn?
To understand what is meant by a Local Area Network (LAN).
Hardware required
Methods of connection (WiFi & Ethernet cable)
To understand what is meant by a Wide Area Network (WAN).
Methods to connect (GPRS, mobile, telephone cables & satellite).
To understand how peripheral devices can connect to a computer system using a Wireless Personal Area Network (WPAN).
Methods to connect (Bluetooth).
Understand the following methods of keeping you computer secure on a computer network:
- Firewall
- Anti-malware
- Passwords
- Encryption
This unit of work includes a range of information and activities to develop student knowledge and understanding of computer systems.
Please note two practical activities require the use of rope to create a human networks!
A final assessment is also included.
Teacher answer PowerPoint also included.
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This huge bundle includes all my key stage 3 computer science units of work as well as knowledge organisers and revision sheets to help prepare your students for their final assessments (all included).
Full solutions are also included.
This bundle contains:
Computer Systems - Year 7
Computer Systems - Year 8
KS3 Networks
Computational Thinking for KS3
Algorithm Design - Year 7
Algorithm Design - Year 8
Data Representation - Year 7
Data Representation - Year 8
Also includes knowledge organisers and revision sheets and starter activities!
Purchase all these resources within this bundle and you will save over 25% individual resource price!
This bundle has been created to support students in their revision for their GCSE Computer Science Exams. It contains the following:
GCSE 9-1 Computer Science Flash Activity Sheets
GCSE Computer Science Vocabulary - Interactive Booklet
GCSE 9-1 Computer Science Knowledge Organiser: Computer Systems
GCSE 9-1 Computer Science Poster: How to read and write Edexcel pseudo code
GCSE 9-1 Computer Science Poster: How to read and write Edexcel pseudo code
GCSE 9-1 Computer Science Poster: Impact of Digital Technology on Society
GCSE Computer Science: Revision Clock
This whole unit of work includes all my Introduction to Python Programming lessons within one bundle! Includes:
Part 1: Print Statements, Data Types and Mathematical Calculations
Part 2: Variables
Part 3: Comments
Part 4: Selection
Part 5: Lists and Arrays
Part 6: Manipulating String
Part 7: Looping
Each resource includes differentiated activities to consolidate learning as well as final unit challenges to assess understanding.
Save 40% when purchasing all these resources together!
Introduce your students to key algorithm design techniques with this resource!
Within this unit of work your students will:
Learn how to write algorithms using both symbols (flowchart) and written notation (pseudocode).
Learn how to write algorithms using structured techniques including:
* Sequencing
* Selection
* Iteration (looping)
Gain understanding of the need for accuracy when writing algorithms.
Practice debugging your code.
This resource includes explanations of each algorithm design technique as well as clear structured examples of how to write them using both flowchart and pseudocode. After each technique has been explained, students have the opportunity to apply their understanding within an activity which includes higher ability expectations. A final Rookie, Pro and Beast algorithm design challenge has also been included as well as suggested solutions for each activity.
This package includes all my top selling Excel resources including How2Excel, an introductory guide to the use of Excel and Excel Dino Park, where you’re put in charge of the finances and budget of your own dinosaur Park!
Also included within the bundle:
How to create an interactive spreadsheet
Excel sport tournament planner (includes some really useful ranking techniques to create live changing league tables.
Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.
Taught through the use of Python, by the end of the full course (available to purchase as a bundle: /teaching-resource/resource-12961583), students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
Within Part 1, students are introduced to text adventure gaming, research existing games and gain understanding of what would make a good text adventure game.
Teach your students how to use Excel through Dino Park!
Students have been given a budget of £100,000,000 to build their park. They need to consider what dinosaurs they want to buy, how much space they will need, what facilities they require, staffing costs and ticket price.
Excel Dino Park teaches you how to use functions and formulas through a series of engaging and interactive tasks which are differentiated to support a range of abilities.
Skill that you will learn include:
Add Raw data
Create a graph
Title a graph
Formatting data
Make arithmetic calculations using Excel
Data validation (Drop down menus)
Lookup formulas
Use cell referencing in formulas
Format graphs
Cross worksheet referencing
Advanced arithmetic calculations (nested)
Use absolutely relative cell referencing
Adding messages to data validation
Efficient calculations (autosum)
Conditional formatting
Advanced graph formatting
IF formulas
Linking IF formulas and conditional formatting
The clear explanations and step by step nature make it ideal for KS3 classes, but it is also suitable for ECDL, GCSE and beyond!
Use alongside RobbotResources’ How2Excel’ workbook for a comprehensive understanding of how confidently use Excel!
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Within KS3 Computer Science: Data Representation - Year 8, your students will recall and build upon understanding developed within Data Representation for Year 7 and learn the following:
To recall binary and denary conversion techniques from year 7.
To be able to add two binary numbers using binary addition and understand the term overflow error.
Understand the use and purpose of ASCII and Unicode character sets.
Understand how images are stored on a computer.
Understand the relationship between resolution, colour depth and file size.
Recap the terms ‘Base 2’ and ‘Base 10’ number systems.
To apply understanding to the use of Hexadecimal (base 16).
Your students will learn these concepts through a range of clearly presented explanations and a range of tasks and challenges to consolidate learning.
This unit of work also includes a final assessment.
Full teacher solutions also included!
Before completing this unit of work, it is recommended that your students complete Data Representation for Year 7 and Computer Systems for Year 8 so they have an understanding of the different hardware components of a computer.
Ideal to support the delivery of GCSE, BTEC and ECDL ICT courses!
If you like the quality of my other resources, you won't want to miss this!!!
A comprehensive guide on a broad range of differentiated Excel skills which include;
Data Types: Raw, Changing Type, Relative & Absolute Cell Referencing
Formatting: Cells, Colours, Font & Borders
Basic Arithmetic Formulas: Simple arithmetic (+ - * /), Relative & Absolute Formulas, Common Errors
Functions: SUM, AVE,MIN, MAX, COUNT, COUNTA, ROUND
Advanced Functions: BOOLEAN (< > =), COUNTIF, IF, Nested IF, LOOKUP, CONCATENATE
Applying Cell Referencing
Validation Rules: Including Drop Down Lists
Using Table Filters
Creating Graphs and Charts
Conditional Formatting
Creating Macros
Each skill includes a tutorial and a task to show you how to apply it.
There are also two consolidation exercises which require the application of a range of skills learned within the tutorials. These include;
Create an Interactive Spreadsheet
Dream Team Generator
A checklist at the start of the workbook allows you to keep track of your progress.
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Ultimate Scratch Programming Bundle: From Basics to Game Development!
Take your students on a complete journey through programming with this comprehensive bundle, combining the Introduction to Programming with Scratch series and the exciting Game Design Unit.
This all-in-one resource equips learners with essential coding skills and culminates in a creative, real-world project where students become junior game developers for Scratchy Studios.
Perfect for KS3 learners, this bundle delivers everything needed to build confidence, foster computational thinking, and inspire a love for coding.
What’s Included?
Introduction to Programming with Scratch Lessons
Sequencing: Learn the importance of running instructions in the correct order.
Selection: Master decision-making with if-else statements and logic operators.
Variables: Discover how to store, update, and retrieve data dynamically.
Iteration: Simplify code with loops to perform repeated actions efficiently.
Debugging: Detect and fix errors, ensuring programs run smoothly.
Game Design Unit
Build on the foundational skills learned in the introductory lessons by designing and creating a fully functional Scratch game.
Includes concept development, game planning, coding, testing, and debugging to complete a professional-style project.
Teacher PowerPoints
Professional slides to guide lesson delivery for each concept and the game design project.
Includes detailed explanations, real-world examples, and engaging starter activities.
Student Workbooks
Scaffolded worksheets to support every stage of learning, from coding basics to game design.
Space for students to document progress, evaluate their work, and showcase their creativity.
Practical Scratch Tasks
Links to interactive Scratch projects that reinforce each programming concept and allow students to apply their skills immediately.
Why You Will Love It!
All-in-One Solution:
Combines foundational lessons with a capstone project, providing a complete programming curriculum.
Engaging and Accessible:
Designed for all learners, from beginners to those ready for advanced challenges.
Scaffolding ensures even non-specialist teachers can deliver high-quality lessons.
Real-World Application:
Framed within the Scratchy Studios storyline, students experience programming in a meaningful and creative context.
Time-Saving:
Fully prepared resources save hours of planning while offering professional-quality content.
Key Learning Outcomes
By completing this bundle, students will:
Master core programming concepts: sequencing, selection, variables, iteration, and debugging.
Apply their skills to design and develop a fully functional game in Scratch.
Gain confidence in problem-solving and computational thinking.
Give your students the ultimate programming experience with this complete Scratch bundle! From mastering the basics to designing their first game, this resource is all you need to inspire the next generation of coders. Download today and start the journey!
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The following quiz is based upon the four parts of Computational Thinking: Decomposition, Abstraction, Pattern Recognition and Algorithm Design.
The quiz includes 8 questions including definitions and scenarios to test your students understanding of Computational Thinking.
Ideal to use as either a starter or plenary! Give students a mini white board and marker pen for instant feedback!
Also includes a Computational Thinking Recap slide prior to the quiz itself.
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"There are 10 kinds of people in the world; those who understand binary numbers… and those who don’t!"
Alongside understanding the joke above(!), KS3 Computer Science: Data Representation - Year 7 will teach your students the following:
Explain why a computer uses binary.
To be able to identify the number of bits in different units of data e.g. Bit, Nibble, Byte, Kilobyte, Megabyte, Gigabyte, etc.
To explain the difference between ‘base 2’ and ‘base 10’ numbering systems.
To be able to convert binary into denary and vice versa.
Explain how characters are stored in the ASCII character set.
Your students will learn this information through a variety of clearly presented instructions as well as a range of tasks and activities designed to consolidate learning.
This unit of work also includes a final assessment.
Full teacher solutions also included!
Before completing this unit of work, it is recommended that your students complete Computer systems for year 7 so they have an understanding of the different hardware components of a computer.
Develop your students problem solving skills with this resource! Learn about and break codes used across the ages including:
Caeser Cypher
Polybius Square
Pigpen Cypher
Braille
Morse Code
Also learn about how cryptanalyst Alan Turing shortened the length of World War II and saved millions of lives in the process!
Includes both student PowerPoint work book and Teacher solutions. Final consolidation exercise includes differentiated challenges!
**Teach your students the key concepts of software development and fundamental programming skills within the context of a text adventure game.
**
Taught through the use of Python, by the end of the full course, students will have a fully functioning Python Text Adventure!
Within the full course, students will learn the following skills:
Part 1: Introduction to text adventure gaming
Part 2: How to design a text adventure game
Part 3: Creating a prototype text adventure
Part 4: Programming techniques - Inputs, Outputs & Storage
Part 5: Programming techniques - Subroutines
Part 6: Programming techniques - Selection
Part 7: Programming techniques - Arrays
Part 8: Programming techniques - Iteration
Part 9: Programming techniques - Game development (Random number generation, use of time module and ASCII art)
Part 10: Programming techniques - External file handling
This resource is ideal preperation for GCSE Computer Science NEA Coursework!
This unit of work introduces students within KS3 to the concepts of computational thinking by helping Rob-bot the robot make a jam sandwich. Through the activity, students will learn about decomposition, pattern recognition, abstraction and algorithm design (through both basic flowcharts and pseudo code). They will also lean about the importance of debugging their algorithms.
The duration of this work usually takes between 2-3 hours to complete, so is perfect as an introductory unit to computational thinking and programming.
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Download my poster which includes example task ideas on how to apply computational thinking problem solving skills to Art. The poster includes a range of tasks and classroom ideas that use key computational thinking skills!
Computational Thinking is a skill set that can be used across the curriculum, not just within computer science! The logical approach to solving a problem means that it’s application can be used to develop and improve students ability to deal with difficult problems in a more rational way. The aim of my posters is to make you realise that many of the brilliant tasks that teachers facilitate week in, week out actually include computational thinking. It’s just a matter of making it more explicit!
Update: High Resolution 2560x1440 in both PNG & JPEG
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Included in pack - PDF and PPT versions.
Includes;
Procedures, Functions, IF then Else statements
Loops (Repeat, Forever, Forever IF)
Getting around (Moving jumping techniques)
Game based (Scoring, collecting objects, timers)
Scratch specific techniques (Broadcasting, variables, costumes)
Bouncing off things (edge of screen, walls)
Creating a scrolling background
Ideal for KS3, but also suitable for KS2.
Also includes flowchart diagrams to help explain the concept of the programming.
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