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.
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.
This worksheet and video can be used by beginners to coding (KS3 and KS4). They use Picoh the Robot to make a memory game. The programming language is a block -based language based on Scratch. Once you have coded the game it’s time to play it!
The activities can be carried out using the virtual Picoh robot that is built into the software, but it’s much more fun to use a “real” Picoh. You could also dress up your robot so that he/she becomes the host of the game!
Downloading the Picoh App - The Picoh app is currently available for Windows 10. Simply visit the Windows Store and search “Picoh”. Once you find the app click on get and the app will download. Find out more by visiting the Picoh website.
This photocopiable resource has been produced to ensure that your students are able to successfully complete their GCSE Computer Science GCSE (9-1), but can also be used by other exam systems.
This test has been designed to provide a stimulating, engaging and effective way of assessing the progress of your students. As well as the topic test, you are also provided with a comprehensive marking scheme.
Please be aware that there may be appropriate alternative answers to some of the questions, and it is therefore suggested that the teacher uses their discretion when marking students work.
Python is used as the programming language.
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
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.
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.
This 10 page 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 series of 4 fun standalone projects.
The projects are:
Game 1 -Play the name game - Students have fun with their name.
Game 2 -Guess the number -Students have fun making a game to guess the number.
Game 3 - Mystery of the Crystal Ball - Students have fun looking into their future.
Game 4 - Two Player Horse Race Game
Each project takes from 30 minutes to an hour and a half to complete and all of them include a series of activities to extend learning.
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
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.
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.
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.
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
This unit provides detailed teaching resources to teach students about computational thinking and includes at least 6 hours of lessons.Students develop simple algorithms and learn about key terminology such decomposition, abstraction and pattern recognition.
This unit includes a:
PowerPoint presentation (43 Slides)
PDF teaching file
Unit Test (including mark scheme)
These resources can be used by a computing teacher or a non-specialist teacher to teach about computational thinking. This unit can be taught in a classroom with no computers.
What will students learn in Unit 1?
ALL STUDENTS
• I understand the terms algorithm, decompose, abstraction and pattern recognition.
• I can produce a simple algorithm that solves a problem.
MOST STUDENTS
• I can produce an algorithm that solves a problem.
• I can apply the terms algorithm, decompose, abstraction and pattern recognition.
SOME STUDENTS
• I can compare two algorithms that perform the same task and understand why one algorithm is more efficient than another algorithm.
These resource has been produced to teach 7 to 14 year olds about programming concepts by creating fun games using the text-based programming language Python. The activities and challenges have been designed to provide a stimulating, engaging and effective way of improving students’ knowledge of the core programming concepts.
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. Students learn about the random module, while loops, IF functions and variables. The project takes around one hour to complete and includes a series of activities to extend learning.
These adaptable PowerPoint Presentations (62 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.1.
It includes:
· Teaching PowerPoint (includes checkpoint questions and answers)
· Student PowerPoint (Includes checkpoint questions, but omits the answers)
Content:
The purpose of the CPU:
The fetch-decode-execute cycle
Common CPU components and their function: ALU (Arithmetic Logic Unit)
CU (Control Unit)
Cache
Registers
Von Neumann architecture:
MAR (Memory Address Register)
MDR (Memory Data Register)
Program Counter
Accumulator
How common characteristics of CPUs affect their performance:
Clock speed
Cache size
Number of cores
This unit provides at least 6 hours of KS3 lessons on the use computer hardware components in a computer system. At the end of the units students are provided with an assessment to assess their progress.
This unit includes a:
PowerPoint presentation (56 Slides)
PDF teaching file
Unit Test (including mark scheme)
These resources can be used by a computing teacher or a non-specialist teacher to teach “What is a Computer?”. This unit can be taught in a classroom with no computers.
What will students learn?
ALL STUDENTS
• I can identify the main hardware components (CPU, RAM, Motherboard, HDD, SSD, PSU and GPU) and software components (operating system, application software) that make up a computer system.
• I understand that devices such as smart phones and tablets are computer systems
MOST STUDENTS
• I can explain the role the main hardware components (CPU, RAM, Motherboard, HDD, PSU and GPU) and software components (operating system, application software) that make up a computer system.
• I understand the role of input, output and storage devices.
SOME STUDENTS
• I can select the components of a computer system to ensure that they meet the needs of a user.
These adaptable PowerPoint Presentations (188 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.2.
It includes:
Teaching PowerPoint Presentations (including checkpoint questions and answers)
Part 1 – Memory (33 Slides)
Part 2 – Secondary Storage (45 Slides)
Part 3 – Data Storage – Numbers (49 Slides)
Part 4 - Data Storage: Characters, Images & Sound (61 Slides)
Student PowerPoint Presentations (Including checkpoint questions, but omits the answers)
Part 1 – Memory
Part 2 – Secondary Storage
Part 3 – Data Storage – Numbers
Part 4 - Data Storage: Characters, Images & Sound
Content Covered:
The need for primary storage
The difference between RAM and ROM
The purpose of ROM in a computer system
The purpose of RAM in a computer system
Virtual memory
The need for secondary storage
Common types of storage:
Optical
Magnetic
Solid state
Suitable storage devices and storage media for a given application
The advantages and disadvantages of different storage devices and storage media relating to these characteristics:
Capacity
Speed
Portability
Durability
Reliability
Cost
The units of data storage:
Bit
Nibble (4 bits)
Byte (8 bits)
Kilobyte (1,000 bytes or 1 KB)
Megabyte (1,000 KB)
Gigabyte (1,000 MB)
Terabyte (1,000 GB)
Petabyte (1,000 TB)
How data needs to be converted into a binary format to be processed by a computer
Data capacity and calculation of data capacity requirements
Numbers
How to convert positive denary whole numbers to binary numbers (up to and including 8 bits) and vice versa
How to add two binary integers together (up to and including 8 bits) and explain overflow errors which may occur
How to convert positive denary whole numbers into 2-digit hexadecimal numbers and vice versa
How to convert binary integers to their hexadecimal equivalents and vice versa
Binary shifts
Characters
The use of binary codes to represent characters
The term ‘character set’
The relationship between the number of bits per character in a character set, and the number of characters which can be represented, e.g.:
ASCII
Unicode
Images
How an image is represented as a series of pixels, represented in binary
Metadata
The effect of colour depth and resolution on:
The quality of the image
The size of an image file
Sound
How sound can be sampled and stored in digital form
The effect of sample rate, duration and bit depth on:
The playback quality
The size of a sound file
The need for compression
Types of compression:
Lossy
Lossless
These adaptable PowerPoint Presentations (42 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.4.
It includes:
Teaching PowerPoint (includes checkpoint questions and answers)
Student PowerPoint (Includes checkpoint questions, but omits the answers)
Content Covered:
Forms of attack:
Malware
Social engineering, e.g. phishing, people as the ‘weak point’
Brute-force attacks
Denial of service attacks
Data interception and theft
The concept of SQL injection
Common prevention methods:
Penetration testing
Anti-malware software
Firewalls
User access levels
Passwords
Encryption
Physical security
These adaptable PowerPoint Presentations (43 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.6.
It includes:
Teaching PowerPoints(includes checkpoint questions and answers)
Student PowerPoints (Includes checkpoint questions, but omits the answers)
Content Covered:
Impacts of digital technology on wider society including:
Ethical issues
Legal issues
Cultural issues
Environmental issues
Privacy issues
Legislation relevant to Computer Science:
The Data Protection Act 2018
Computer Misuse Act 1990
51 Designs and Patents Act 1988
Software licences (i.e. open source and proprietary)
These adaptable PowerPoint Presentations (111 Slides) cover all aspects of the specification in relation to OCR GCSE Computer Science J277 (from 2020) component 1.3.
It includes:
Teaching PowerPoint Presentations (including checkpoint questions and answers)
Part 1 – Networks & Topologies (66 slides)
Part 2 - Wired & Wireless Networks, Protocols & Layers (45 slides)
Student PowerPoint Presentations (Including checkpoint questions, but omits the answers)
Part 1 – Networks & Topologies
Part 2 - Wired & Wireless Networks, Protocols & Layers
Content Covered:
Types of network:
LAN (Local Area Network)
WAN (Wide Area Network)
Factors that affect the performance of networks
The different roles of computers in a client-server and a peer-to-peer network
The hardware needed to connect stand-alone computers into a Local Area Network:
Wireless access points
Routers
Switches
NIC (Network Interface Controller/Card)
Transmission media
The Internet as a worldwide collection of computer networks:
DNS (Domain Name Server)
Hosting
The Cloud
Web servers and clients
Star and Mesh network topologies
Modes of connection:
Wired - Ethernet
Wireless Wi-Fi & Bluetooth
Encryption
IP addressing and MAC addressing
Standards
Common protocols including:
TCP/IP (Transmission Control Protocol/Internet Protocol)
HTTP (Hyper Text Transfer Protocol)
HTTPS (Hyper Text Transfer Protocol Secure)
FTP (File Transfer Protocol) o POP (Post Office Protocol)
IMAP (Internet Message Access Protocol)
SMTP (Simple Mail Transfer Protocol)
The concept of layers