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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

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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
GCSE 9-1 Computer Science Revision Pack
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GCSE 9-1 Computer Science Revision Pack

10 Resources
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
Computational Thinking Starter Puzzles
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Computational Thinking Starter Puzzles

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Get your students into the right mindset from the off with these fantastic starter activities! With 20 different puzzles for your students to try and solve, there are enough activities to cover a full 8 week term! This resource includes a range of puzzles such as code breaking, symbol grids, number pyramids, understanding algorithms and many more! Solutions included!
Introduction to Programming with Scratch | Part 1: Sequencing
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Introduction to Programming with Scratch | Part 1: Sequencing

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Introduction to Programming with Scratch Part 1: Sequencing This resource is the first in a series of five lessons that introduces students to the concepts of programming in Scratch. This comprehensive resource provides a teacher PowerPoint and a student workbook, integrating theoretical concepts with practical programming activities in Scratch. Designed for KS3 learners, this resource introduces the fundamental programming technique of sequencing, ensuring that students understand the importance of placing actions in the correct order while developing hands-on coding skills. What’s Included? Teacher PowerPoint: Professionally designed, easy-to-follow slides to guide lesson delivery. Engaging starter activity (Human Robots) to demonstrate sequencing through real-life simulation. Clear explanations, practical examples, and reflection questions to consolidate learning. Student Workbook: Scaffolded tasks aligned with the lesson objectives. Space for students to document their work, including screenshots of completed Scratch projects. Challenges and extensions to stretch learners, including opportunities for creativity in animation. Practical Scratch Activities: Task 1: The Counting Cat – Introduces sequencing through simple counting. Task 2: The Roaming Robot – Explores X/Y coordinates and movement. Task 3: Making Shapes – Develops geometric understanding through Scratch programming. Task 4: Create an Animation – Encourages students to design their own animated sequences using broadcast blocks. Why choose this resource? Accessible for Non-Specialists: The step-by-step guidance and ready-made resources ensure that even teachers without a programming background can confidently deliver the lesson. Engaging for Students: By combining theory, real-life analogies, and interactive Scratch tasks, students are kept motivated and engaged throughout the lesson. Differentiated Learning: Tasks cater to a range of abilities, with clear pathways for both foundational understanding and advanced exploration. Builds Computational Thinking: Helps students develop essential problem-solving skills, logical reasoning, and algorithmic thinking, laying a strong foundation for further programming studies. Why You Will Love It! This resource isn’t just a lesson plan; it’s a complete teaching toolkit. The clear, professional design saves valuable preparation time, while the focus on creativity and real-world connections ensures students grasp both the how and the why of sequencing. Empower your students to think like programmers and create their first coding projects with confidence. Download this resource today and transform your programming lessons into engaging, hands-on experiences! Please leave a review!
Introduction to Programming with Scratch | Part 2: Selection
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Introduction to Programming with Scratch | Part 2: Selection

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Introduction to Programming with Scratch Part 2: Selection This resource is the second in a series of five lessons that introduces students to the concepts of programming in Scratch. This resource is perfect for introducing students to the critical programming concept of selection. Designed for KS3 learners, this resource combines a teacher PowerPoint with a student workbook, offering clear theoretical explanations followed by engaging, hands-on Scratch activities. By using real-world examples and interactive coding tasks, students learn how to make decisions in programming using if-else statements, logic operators, and user inputs. What’s Included? Teacher PowerPoint: Engaging slides with step-by-step instructions to teach the concept of selection. Interactive starter activity (Guess Who?) to introduce the decision-making process. Visual aids and real-world analogies to explain logic operators and conditional statements. Student Workbook: Guided activities aligned with the PowerPoint, ensuring a seamless learning experience. Sections for students to document their understanding and evidence their coding progress with screenshots. Advanced challenges and extensions to stretch learners’ skills further. Practical Scratch Programming Tasks: Task 1: You Shall Not Pass(word) – Students create a password-protected program using conditional logic. Task 2: Let’s Get Quizzical – Develop a quiz using logic operators to process user inputs. Task 3: Bounce – Use conditional statements to control sprite behavior. Task 4: Bubble Pop! – Debug and fix a broken game using knowledge of selection. Task 5: Who Wants to Be a Millionaire? – Combine sequencing and selection to build a full quiz game. How This Resource Supports Educators Simplifies Complex Concepts: Detailed explanations and visuals break down the concept of selection, making it accessible for all teachers, including those teaching outside their specialism. Engages Students with Interactive Learning: By blending theory with practical Scratch tasks, students actively apply what they learn, fostering deeper understanding and retention. Supports Differentiated Learning: The range of tasks accommodates different abilities, from foundational understanding to advanced problem-solving. Promotes Key Skills: Helps students develop computational thinking, debugging skills, and logical reasoning—essential for progressing in programming. Why You Will Love It! This resource is a complete teaching package that saves time while delivering engaging, high-quality content. It bridges the gap between abstract concepts and practical application, making it easier for you to inspire confidence and creativity in your students. Take the stress out of teaching programming and empower your students to master decision-making in code. Download this resource today and bring the concept of selection to life in your classroom! Please leave a review!
Computer Science Command Word Poster Set
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Computer Science Command Word Poster Set

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Computer Science || Command Word Poster Set Upgrade your classroom wall displays with this fantastic poster set! Use the poster set to review your students grasp of command words specifically used within Computer Science based exam questions. The following command words are covered: Tick Calculate Explain Describe Identify State Name Give Compare Complete Show Draw Convert Simplify Within sets of three, each question includes an explanation of the question, an example exam question and a model answer (with marking annotation). Created as hexadecimals, the poster set can be placed as creatively as you are! Note: Each hexadecimal poster section will need cutting out individually.
Introduction to Python Programming Part 5: Arrays / Lists
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Introduction to Python Programming Part 5: Arrays / Lists

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Part 5 of a 7-Lesson Series: Mastering Lists in Python Expand your Python programming toolkit with Part 5 of this engaging series! In this lesson, you'll dive into working with arrays—known as lists in Python—and discover how to: Create and use lists to organise data. Edit lists using a variety of powerful Python functions. What to Expect: With step-by-step explanations and practical examples, this lesson makes learning lists straightforward and enjoyable. You'll develop your skills through tasks supported by: Clear written instructions. Scaffolded programming solutions Visual aids such as flowcharts and pseudocode to enhance understanding. Differentiated Challenges for Every Level: Whether you're a beginner or looking for a challenge, Rob-Bot Resources’ Rookie, Pro, & Beast leveling system ensures there's something for everyone: Start with Rookie tasks to get comfortable with list basics. Progress to Pro tasks to deepen your understanding. Tackle Beast scenarios for advanced problem-solving practice. Once you've completed the practice tasks, put your knowledge to the test with differentiated programming challenges. Full coding solutions are provided, making this resource perfect for independent learning. Ideal for KS3 and KS4 classes, this lesson will help students develop essential programming skills while boosting their confidence. Ready to organize your data like a pro? Start mastering lists in Python today! Your feedback is important to us—please leave a review! :)
KS3 Computer Science:  Algorithm Design - Year 7
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KS3 Computer Science: Algorithm Design - Year 7

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This short unit of work introduces year 7 students to the basic concepts of algorithm design. Students will learn the following: Understand that an algorithm is a set of instructions used to solve a problem. Use both flowchart and pseudocode to design an algorithm. Learn the following algorithm design techniques; Sequence Selection Understand Boolean statements such as <, > and = and know when to apply them within an algorithm. Understand how to use variables to store information for later use within an algorithm. This resource includes a range of clearly presented explanations as well as a range of structured tasks to help your students practice their skills. It is recommended that students first complete the Computational Thinking for KS3 unit of work in order to develop a basic understanding of both computational thinking and algorithms. This unit of work also includes a final assessment. Full teacher solutions also included!
KS3 Computer Science - Data Representation
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KS3 Computer Science - Data Representation

4 Resources
This bundle includes both my Year 7 & Year 8 data representation units of work as well as knowledge organisers and revision sheets to help support students within their final assessments. Purchase both units together and save 25% off individual cost!
KS3 Networks - Assessment
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KS3 Networks - Assessment

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An end of unit assessment for the topic of computer networks. The test has been made to be printed and answers written. The test takes around 30 - 45 minutes to complete, allowing for peer assessment to be conducted within the same lesson. The assessment covers the follow topics: Network types - LAN, WAN & WPAN, advantages and disadvantages Network topologies - Star, Bus & Mesh, advantages and disadvantages, diagram creation Network security - explanations of Firewall and Encryption Final consolidation exercise - create a network using given guidance. Answers with supportive guidance also included. ***Please leave a review!***
KS3 Computer Science: Computer Systems Year 7
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KS3 Computer Science: Computer Systems Year 7

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Introduction to computer systems for Year 7 students. The aim of this unit of work is to introduce year 7 students to the basic concepts of computer systems. What are we learning? 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. This unit of work includes a range of information and activities to develop student knowledge and understanding of computer systems. A final assessment is also included. Teacher answer powerpoint also included. **Please leave a review!
GCSE 9-1 Computer Science: Flash Revision Activities
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GCSE 9-1 Computer Science: Flash Revision Activities

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This versatile resources is aimed to develop your GCSE Computer Science retrieval skills and practice a range of fundamental skills which consistently appear within GCSE Computer Science exams. This resource is an ideal revision activity and includes a pack of 10 activity sheets within both PowerPoint and PDF format. I have included three different versions: Student pack - activity sheets only Teacher pack - answers (with explanations) only Student self assessment pack - both activity and answers Skills covered include: ASCII conversion Understanding binary and hexadecimal values Binary, denary and hexadecimal conversion Huffman coding Binary addition Memory size conversions These activities can be used as classroom starters, homework or as main classroom activities. It is recommended that these activities are used to practice and assess students ability to perform these skills, not as an introduction. Please leave a review!!!
GCSE 9-1 Computer Science: KS4 Algorithm Design
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GCSE 9-1 Computer Science: KS4 Algorithm Design

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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.
Introduction to Python Programming Part 2: Using Variables
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Introduction to Python Programming Part 2: Using Variables

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Part 1 of a 7-Lesson Series: Master Python Programming Dive into the exciting world of Python programming with Part 1 of this comprehensive, beginner-friendly series, you will: Learn to output information with the print function. Understand and use two essential data types: strings and integers. Perform mathematical calculations on both types of data. What to Expect: Each concept is clearly explained, with step-by-step guidance to help you build confidence in your programming skills. You'll reinforce your learning through easy-to-follow tasks featuring: Written instructions. Visual aids like flowcharts and pseudocode. Differentiated Challenges for Every Level: This series uses Rob-Bot Resources’ unique Rookie, Pro, & Beast leveling system: Start with Rookie tasks to master the basics. Advance to Pro challenges to deepen your understanding. Push your limits with Beast scenarios designed to test your skills. When you're ready, put your knowledge to the test with our differentiated programming challenges. Solutions for all tasks and challenges are included to support independent learning. Perfect for KS3 and KS4 classes, this resource ensures every learner can progress at their own pace while staying engaged and motivated. Ready to level up your Python skills? Start your journey today! Don’t forget to leave a review – your feedback helps us improve! :)
Introduction to Programming with Scratch | Part 5: Debugging
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Introduction to Programming with Scratch | Part 5: Debugging

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Introduction to Programming with Scratch Part 5: Iteration This resource is the fourth in a series of five lessons that introduces students to the concepts of programming in Scratch. This resource equips students with essential debugging skills, a critical aspect of programming. Designed for KS3 learners, this resource includes a teacher PowerPoint and a student workbook, blending theory with practical programming activities to help students detect and correct coding errors. By working through realistic debugging scenarios in a game development context, students gain hands-on experience in identifying and resolving both syntax and logic errors. What’s Included? Teacher PowerPoint: Engaging slides that introduce debugging concepts and common error types (syntax and logic errors). Starter activity (Find the Errors!) to challenge students in identifying mistakes in a real-world context. Examples from Grace Hopper’s debugging story to connect historical and modern programming practices. Student Workbook: Structured tasks aligned with the PowerPoint for guided learning. Sections for students to document their progress, including screenshots of corrected code. Reflection questions to consolidate understanding and prepare for assessments. Practical Debugging Activities - Fix the game SPACE WARS! : Task 1: Broken Controls - Fix the game controls using debugging techniques to ensure smooth gameplay. Task 2: Broken Laser - Correct the logic controlling the player’s laser cannon functionality. Task 3: You Just Can’t Win! - Resolve issues preventing players from winning despite completing objectives. Task 4: Sound Problems - Debug mismatched sound effects to enhance the game’s audio experience. Task 5: Photon Blast - Solve advanced errors with the special weapon’s launching mechanism for the final game release. How This Resource Supports Educators Accessible for All Teachers: Comprehensive guidance ensures that even non-specialist teachers can deliver lessons confidently. Real-World Relevance: Debugging tasks are framed within a realistic game development scenario, motivating students to learn by solving authentic problems. Promotes Key Skills: Encourages logical thinking, problem-solving, and attention to detail, essential for future programming challenges. Engages Students: Interactive tasks and the Scratch game-based approach make learning fun and relatable for learners of all abilities. Why You Will Love It! This resource transforms debugging from a daunting task into an engaging learning opportunity. It provides a time-saving, ready-to-use package that combines professional-quality materials with creative coding challenges, fostering student confidence and competence in programming. Prepare your students to think like real developers! Download this dynamic debugging lesson today and help them master the essential skill of identifying and correcting errors in code. Please leave a review!
Computer Science|| Data Conversion Poster Set
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Computer Science|| Data Conversion Poster Set

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Computer Science || Data Conversion Poster Set Unlock the world of data conversion with my exclusive four poster set! Dive into the realm of data transformation as my visually stunning posters guide you through the process in three simple steps! Data conversion techniques include: Binary to decimal Decimal to binary Hexadecimal to binary Binary to hexadecimal A must have for all GCSE Computer Science teaching rooms!
GCSE 9-1 Computer Science: Algorithm Design - Trace Tables
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GCSE 9-1 Computer Science: Algorithm Design - Trace Tables

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Learn how to record information onto trace tables with this great resource! Within this unit of work students will learn: What a trace table is and how they are used. How a trace table is used to record changes using the following algorithm techniques; * Sequence * Selection * WHILE loop * FOR loop * REPEAT loop * Arrays There are a range of different trace table activities to complete, with solutions also included! **It is recommended that students complete the following units prior to attempting this unit of work: GCSE 9-1 Computer Science: KS4 Algorithm Design GCSE 9-1 Computer Science: Arrays**
Introduction to Computer Science Unplugged - Cup Stacking!
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Introduction to Computer Science Unplugged - Cup Stacking!

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The aim of this lesson is to introduce students to writing their first ever code! Students will not need to use a computer! Starter - Which job would you rather do: Formula 1 Driver or a Formula 1 Mechanic? Introduction to different types of IT users: Formula 1 Driver is the expert user of software while the Mechanic is the creator of the software. Task 1: Robots and Programmers - Get your Robot to a specific location and back using the given commands. Main task: Cup stacking - use the symbols available and create the differentiated structures as shown. For the lesson you will also need: Plastic cups Poster paper Pens to write code Print out the resource packs for each group of students. I have used this lesson for students between years 5 and 9, all of which have thoroughly enjoyed it! ***Please leave a review!***
Computer Science Quick Reference Poster
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Computer Science Quick Reference Poster

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A quick reference poster which I’ve developed to help develop independent learning skills within computer science lessons. The sheet includes key words, programming techniques, data types, flowchart symbols and examples of writing algorithms in both flowcharts and pseudocode. Suitable for KS3 and KS4, I have included both jpg and PNG versions. ***Please leave a review!
Knowledge Organiser and Revision Sheet: Year 8 Computer Networks
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Knowledge Organiser and Revision Sheet: Year 8 Computer Networks

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The following resources work in conjunction with KS3 Computer Science: Networks. This knowledge organiser includes all the topics learned within this unit of work into one single page. The revision sheet helps your students to prepare for the end of unit assessment while also developing independent learning skills!