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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
Introduction to Programming with Scratch | Part 3: Variables
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Introduction to Programming with Scratch | Part 3: Variables

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Introduction to Programming with Scratch Part 3: Variables This resource is the third in a series of five lessons that introduces students to the concepts of programming in Scratch. This 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 use of and application of variables, ensuring that students understand how to store and make changes to stored data while developing hands-on coding skills. What’s Included? Teacher PowerPoint: Professionally designed, easy-to-follow slides to guide lesson delivery. Interactive starter activity to introduce the use of variables. Introductory activity (Story time) to demonstrate the application of variables. 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. Advanced challenges and extensions to stretch learners’ skills further. Practical Scratch Activities: Task 1: Pop goes the Balloon – Introduces the application of a score variable. Task 2: Pop goes the Balloon Part 2 – Connect the use of variables with selection conditions. Task 3: Cheeky Monkey – Collect, store and reuse user input. Task 4: Cheeky Monkey Part 2 – Create a personalised conversation using variables to collect user input. 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 variables. Transform your students into confident coders with this engaging resource on variables! Equip them with the skills to store and manipulate data in Scratch, and watch as they bring their programs to life. Download now and make teaching variables simple, fun, and impactful! 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.
Mail Merge
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Mail Merge

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Teach your students how to mail merge using this resource! This pack contains; A power point presentation to explain how to conduct a mail merge - this can be used independently by students. Mail merge address list A letter with identified fields to merge An example of how the merge should look Ideal for supporting ECDL students!
Computational Thinking Problem Solving
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Computational Thinking Problem Solving

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Within this unit of work, students will learn how to apply the concepts of computational thinking to a range of different problem solving puzzles. The resource is split into four sections; 1. Computational thinking puzzles - a range of different types of puzzles which encourage students to apply the concepts of computational thinking to solve them. Puzzles include mazes, word ladders and even a game of draughts (or checkers)! 2. Logic Gates - students will need to solve the logic gate puzzles to identify if the output is on (1) or off (0) dependent on the gate sequences. This also helps develop Boolean decision making through the use of AND, OR & NOT gates which produce a TRUE (1) or FALSE (0) output. 3. Flowchart puzzles - students need to work out the correct answers to the questions asked dependent on the input information and the flowchart conditions set. Flowcharts include the use of algebra variables which can help support mathematics students. 4. Pseudo code puzzles - students need to read through the pseudo code algorithms and demonstrate their understanding by answering the questions asked. Pseudo code sequences include the use of algebra variables which can help support mathematics students. Each puzzle is given a score. Once complete students check their answers and work out their overall scores and place them in the grid provided. They then compare this with the overall levels to find their overall level: Rookie, Pro or Beast! This can then be used within assessment to see if students are performing at, below or above expected levels. Pack includes a student PowerPoint resource to complete and answers for each puzzle. ***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!!!
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!
GCSE 9-1 Computer Science: Sorting & Searching Algorithms
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GCSE 9-1 Computer Science: Sorting & Searching Algorithms

2 Resources
This bundle includes both my comprehensive Sorting and Searching Algorithms units of work. Within Sorting Algorithms, your students will learn how to: Understand different methods of sorting data within an array: Bubble sort Merge sort Explain how both methods work. Identify advantages and disadvantages of using both techniques. Within Searching Algorithms, your students will learn to: To understand different methods of searching data within an array: Linear search Binary search Explain how both methods work. To identify advantages and disadvantages of using both techniques. Students will learn about how both sorting and searching techniques work through clearly presented explanations, pseudocode, diagrams and animations. Students will develop and consolidate their understanding through a range of tasks and activities including the creation of algorithms using Python. Recommended prior learning: KS4 Algorithm Design (Sequencing, Selection & Iteration): /teaching-resource/gcse-9-1-computer-science-ks4-algorithm-design-12044669 Data Types: /teaching-resource/gcse-9-1-computer-science-algorithm-design-data-types-12047021 Arrays: /teaching-resource/gcse-9-1-computer-science-algorithm-design-arrays-12044694 Subroutines: /teaching-resource/gcse-9-1-computer-science-algorithm-design-subroutines-12047070
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 Computational Thinking Bundle
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KS3 Computational Thinking Bundle

4 Resources
This bundle combines all my KS3 focused computational thinking resource. This bundle includes the following resources: 1. Computational thinking for KS3 2. Computational thinking problem solving 3. Application of computational thinking - create an interactive story 4. Computational thinking classroom ideas posters
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!***
Computational Thinking for KS3 & KS4
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Computational Thinking for KS3 & KS4

4 Resources
If you teach computer science, you don’t want to miss out on this! This bundle includes both my two most popular Computational Thinking resources: Computational Thinking for KS3 and Computational Thinking for KS4. Includes a combination of informative explanations for each concept of Computational Thinking and activities to give students the opportunity to practice and refine their new skills. Both resources include age appropriate ‘real world’ Computational Thinking mini projects to help refine their logical problem solving skills even further. Also includes my two most popular Computational Thinking poster sets!
Graphic Design and Animation with Fireworks
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Graphic Design and Animation with Fireworks

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Introduce your students to key graphic design and animation techniques using these two resources! No prior experience needed, the aim of these tutorials is to introduce complete beginners to using Fireworks graphic design software! Start your students on learning the basic concepts of graphic design. In this tutorial they will learn how to: create a new canvas and edit it add vector shapes layering using creative shape fills using filters group shapes and images add an external image onto Fireworks use the magic wand tool transform an image use the brush tool add text use the eraser zoom in and out Challenge tasks to demonstrate the use of each skill have been included. Once your students have grasped these skills, introduce them to frame-by-frame animation. In this tutorial they will learn how to: prepare a document for animating use states use the onion skin tool create frame-by-frame animation save an animation project convert an animation into a gif create a new scene An animation challenge and extension task has been included within this tutorial too.
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!
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! :)
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!