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I started out as a science teacher and made the transition to teaching ICT and Computer Science, which I have now been doing for over 20 years. I have also worked with primary school teachers to support their delivery of the national curriculum in computing. Edulito is a UK based educational publishing company that provides learning resources for school-aged children. All of the available resources have been tested in UK schools.

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I started out as a science teacher and made the transition to teaching ICT and Computer Science, which I have now been doing for over 20 years. I have also worked with primary school teachers to support their delivery of the national curriculum in computing. Edulito is a UK based educational publishing company that provides learning resources for school-aged children. All of the available resources have been tested in UK schools.
Python Programming for GCSE Bundle
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Python Programming for GCSE Bundle

4 Resources
This bundle will take you from the very basics of programming using Python through to making a simple board game and database. It includes: Using Variable, Data Types and String Manipulation Sequences, Selection and Iteration (Loops) Use of Lists (Arrays) and File Handling Creating a Simple Board Game and a Database
34 HOMEWORK ACTIVITIES - AQA GCSE COMPUTER SCIENCE 8525 (FROM 2020)
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34 HOMEWORK ACTIVITIES - AQA GCSE COMPUTER SCIENCE 8525 (FROM 2020)

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This pack consists of 34 editable homework/classwork activities that can be used to support your delivery of the course. In addition, the homework bundle also contains a suggested mark scheme for each activity. Unit 3.1 · Decomposition and Abstraction · Flowcharts and High-Level Languages · Sorting Data · Sorting & Searching Programs Unit 3.2 · Selection · Iteration · Arrays (Lists) · Functions · Improving Programs · Testing Unit 3.3 · Data Capacity · Conversions · Compression Unit 3.4 · Components of a CPU · CPU Performance · Embedded Systems · Operating Systems · Utility Software · Boolean Logic and Truth Tables · Logic Gates · Programming Languages Unit 3.5 · LANs and WANs · Wired & Wireless Networks · Star & Bus Topology · Network Protocols · The Concept of Layers Unit 3.6 · Malware · Cyber Threats · Network Vulnerabilities Unit 3.7 · Relational Databases · Relational Databases and SQL Unit 3.8 · The Impact of Technology · The Digital Divide · Impact of New Technology
13 TOPIC TESTS - AQA GCSE COMPUTER SCIENCE 8525 (FROM 2020)
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13 TOPIC TESTS - AQA GCSE COMPUTER SCIENCE 8525 (FROM 2020)

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This pack consists of 13 end of topic tests that can be used to support your delivery of the course. In addition, the topic test bundle also contains a mark scheme for each test. Unit 3.1 – 1 Test Unit 3.2 – 2 Tests Unit 3.3 – 1 Test Unit 3.4 – 4 Tests Unit 3.5 - 2 Test Unit 3.6 – 1 Test Unit 3.7 – 1 Test Unit 3.8 – 1 Test
Python Programming for GCSE #1
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Python Programming for GCSE #1

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This is an 18 page introduction to programming using Python. It includes: Python -The Basics The use of variables, constants, operators, inputs, outputs and assignments The use of data types The use of basic string manipulation Each section includes activities for the students to complete. I would greatly appreciate feedback on what you think of this resource.
TEACHER POWERPOINTS: UNIT 2.4 BOOLEAN LOGIC J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.4 BOOLEAN LOGIC J277 (FROM 2020)

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These adaptable PowerPoint Presentations (42 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.4. It includes: Teaching PowerPoint Presentations (includes checkpoint questions and answers) Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: Simple logic diagrams using the operators AND, OR and NOT Truth tables Combining Boolean operators using AND, OR and NOT Applying logical operators in truth tables to solve problems
TEACHER POWERPOINTS: UNIT 2.1 ALGORITHMS J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 2.1 ALGORITHMS J277 (FROM 2020)

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These adaptable PowerPoint Presentations (86 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 2.1. It includes: Teaching PowerPoints (includes checkpoint questions and answers) Student PowerPoints (Includes checkpoint questions, but omits the answers) Content Covered: Principles of computational thinking: Abstraction Decomposition Algorithmic thinking Identify the inputs, processes, and outputs for a problem Structure diagrams Create, interpret, correct, complete, and refine algorithms using: Pseudocode Flowcharts Reference language/high-level programming language Identify common errors Trace tables Standard searching algorithms: Binary search Linear search Standard sorting algorithms: Bubble sort Merge sort Insertion sort
TEACHER POWERPOINTS BUNDLE: COMPONENT 2 - COMPUTATIONAL THINKING, ALGORITHMS AND PROGRAMMING J277 (FROM 2020)
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TEACHER POWERPOINTS BUNDLE: COMPONENT 2 - COMPUTATIONAL THINKING, ALGORITHMS AND PROGRAMMING J277 (FROM 2020)

5 Resources
These adaptable PowerPoint Presentations (357 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) Component 2 - Computational thinking, algorithms and programming . It includes: Teaching PowerPoint Presentations (including checkpoint questions and answers) Student PowerPoint Presentations (Including checkpoint questions, but omits the answers) Content Covered: 2.1 Algorithms 2.2 Programming fundamentals 2.3 Producing robust programs 2.4 Boolean logic 2.5 Programming languages and Integrated Development Environments
TEACHER POWERPOINTS BUNDLE: GCSE COMPUTER SCIENCE AQA 8525 - ALL UNITS FROM 3.1 TO 3.8
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TEACHER POWERPOINTS BUNDLE: GCSE COMPUTER SCIENCE AQA 8525 - ALL UNITS FROM 3.1 TO 3.8

12 Resources
These adaptable PowerPoint Presentations (788 Slides) provide complete coverage of all aspects of the specification in relation to AQA GCSE Computer Science 8525 (from 2020) - Unit 3.1 to 3.8. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoints (Including checkpoint questions, but omits the answers) A Complete Guide to Python Programming (Includes student activities) What does the teacher pack cover? • 3.1 Fundamentals of algorithms • 3.2 Programming • 3.3 Fundamentals of data representation • 3.4 Computer systems • 3.5 Fundamentals of computer networks • 3.6 Cyber security • 3.7 Relational databases and structured query language (SQL) • 3.8 Ethical, legal and environmental impacts of digital technology on wider society, including issues of privacy
Example Programming Projects for GCSE Bundle
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Example Programming Projects for GCSE Bundle

2 Resources
This support pack is designed to provide a stimulating, engaging and effective way of preparing both teachers and students for the Non-Examined Assessment Component of the 9-1 GCSE in computer science. The pack contains: Help sheet 1 - Creating a board game using Python - Includes a complete set of instructions Help sheet 2 - Creating a database using Python - Includes a complete set of instructions Help Sheet 3 - Menus, Lists and Exporting using Python - Includes a complete set of instructions Programming project Sample Task 1 - Archside Academy Detention Database. Including: • NEA sample project scenario • NEA sample student solution • NEA sample Python code Programming project Sample Task 2 - Quiz Board Game Including: • NEA sample project scenario • NEA sample student solution • NEA sample Python code
Python Games - Crystal Ball
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Python Games - Crystal Ball

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This photocopiable resource has been produced to provide 7 to 14 year olds with exciting and engaging opportunities to learn coding concepts using Python in a fun standalone project. Mystery of the Crystal Ball - Students have fun looking into their future. Students learn to use the time and random modules, Variables and IF-ELIF statements. The project takes around one hour to complete and includes a series of activities to extend learning.
Python Games - Name Game
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Python Games - Name Game

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This photocopiable resource has been produced to provide 7 to 14 year olds with exciting and engaging opportunities to learn coding concepts using Python in a fun standalone project. Play the name game - Students have fun with their name. Students learn about print statements and manipulating text. The project takes around 30 minutes to complete and includes activities to extend learning.
Python Games - Guess the Number
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Python Games - Guess the Number

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This photocopiable resource has been produced to provide 7 to 14 year olds with exciting and engaging opportunities to learn coding concepts using Python in a fun standalone project. Guess the number -Students have fun making a game to guess the number. They learn to use IF-ELSE Statements, the random module, variables and nested IFs. The project takes around one hour to complete and includes a series of activities to extend learning.
Coding  Halloween Games using Scratch 3.0 - Prof Cody Teaches Kids to Code
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Coding Halloween Games using Scratch 3.0 - Prof Cody Teaches Kids to Code

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Two great programming games for your students to create. Each game provides education and entertainment for a one hour lesson, with a number of challenges to stretch pupils knowledge and understanding of programming concepts. Halloween Part 1 This game includes the creation of spooky ghosts that need to be caught. Each time you catch a ghost you get points. Halloween Part 2 This game includes a flying witch who is really hungry and gets points each time she eats a flying bat. The witch must also try to avoid the thunder and lightening as each time she is hit she loses points. Students can open an online Scratch template to get them started on their adventure.
Python Programming for GCSE #4
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Python Programming for GCSE #4

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Parts 1 -3 of this guide to programming using Python go through many of the programing techniques required to produce simple programs. Part 4 seeks to provide an opportunity to put these ideas into practice. The first section provides instructions on creating a simple board game and the second section demonstrates how Python can be used to create a simple database that can then be searched.
Python Programming for GCSE #3
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Python Programming for GCSE #3

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This is a 17 page introduction to programming using Python. It includes: The use of Lists (arrays), including one and two dimensional arrays File handing operations (open, read, write and close) Each section includes activities for the students to complete. I would greatly appreciate feedback on what you think of this resource.
Python Programming for GCSE #2
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Python Programming for GCSE #2

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This is a 15 page continuation from Part 1 of programming using Python. It includes: The use of sequences and selection (including Boolean and comparison operators) The use of iteration (count and condition controlled loops) Each section includes activities for the students to complete. I would greatly appreciate feedback on what you think of this resource.
Programming Project Support Pack for GCSE
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Programming Project Support Pack for GCSE

2 Resources
Help sheet 1 - Creating a board game using Python - Includes a complete set of instructions Help sheet 2 - Creating a database using Python - Includes a complete set of instructions Help Sheet 3 - Menus, Lists and Exporting using Python - Includes a complete set of instructions J276 Programming project Sample 1 - Archside Academy Detention Database NEA Sample project scenario NEA Sample student solution NEA Sample Python code J276 Programming project Sample 2 - Quiz Board Game NEA Sample project scenario NEA Sample student solution NEA Sample Python code
Python Video Tutorials #4 - The Use of String Manipulation
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Python Video Tutorials #4 - The Use of String Manipulation

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This lesson introduces string manipulation and explains how it is used in Python. It includes changing the case of a text string to upper case or lower case; finding the length of a string and how to use formatting to output a table of data. Python and the Python Logo are trademarks or registered trade marks of the Python Software Foundation.