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Edulito

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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.
Picoh the Robot - How to code a "Memory" game
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Picoh the Robot - How to code a "Memory" game

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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.
Algorithms Test - GCSE Computer Science
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Algorithms Test - GCSE Computer Science

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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.
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 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.
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 Games Bundle
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Python Games Bundle

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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.
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
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 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.
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.
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
KS3 Unit - What is Computational Thinking?
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KS3 Unit - What is Computational Thinking?

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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.
Python Games Bundle
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Python Games Bundle

4 Resources
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.
Python Games - Horse Racing
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Python Games - Horse Racing

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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. 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.
TEACHER POWERPOINTS: UNIT 1.1 SYSTEMS ARCHITECTURE J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 1.1 SYSTEMS ARCHITECTURE J277 (FROM 2020)

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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
KS3 Unit - Computer Hardware - What is a Computer?
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KS3 Unit - Computer Hardware - What is a Computer?

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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.
TEACHER POWERPOINTS: UNIT 1.2 MEMORY & STORAGE J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 1.2 MEMORY & STORAGE J277 (FROM 2020)

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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
TEACHER POWERPOINTS: UNIT 1.4 NETWORK SECURITY J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 1.4 NETWORK SECURITY 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 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
TEACHER POWERPOINTS: UNIT 1.6 ETHICAL, LEGAL, CULTURAL AND ENVIRO IMPACTS OF DIGITAL TECHNOLOGY J277
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TEACHER POWERPOINTS: UNIT 1.6 ETHICAL, LEGAL, CULTURAL AND ENVIRO IMPACTS OF DIGITAL TECHNOLOGY J277

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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)
TEACHER POWERPOINTS: UNIT 1.3 COMPUTER NETWORKS, CONNECTIONS AND PROTOCOLS J277 (FROM 2020)
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TEACHER POWERPOINTS: UNIT 1.3 COMPUTER NETWORKS, CONNECTIONS AND PROTOCOLS J277 (FROM 2020)

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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