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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.
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
TEACHER POWERPOINTS: TOPIC 2 DATA 1CP2 (FROM 2020)
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TEACHER POWERPOINTS: TOPIC 2 DATA 1CP2 (FROM 2020)

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These adaptable PowerPoint Presentations (107 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 2. It includes a: Teaching PowerPoint Presentations (includes checkpoint questions and answers) Student PowerPoint Presentations (Includes checkpoint questions, but omits the answers) Content Covered: · understand that computers use binary to represent data (numbers, text, sound, graphics) and program instructions and be able to determine the maximum number of states that can be represented by a binary pattern of a given length · understand how computers represent and manipulate unsigned integers and two’s complement signed integers · be able to convert between denary and 8-bit binary numbers (0 – 255, -127 – 128) · be able to add together two positive binary patterns and apply logical and arithmetic binary shifts · understand the concept of overflow in relation to the number of bits available to store a value · understand why hexadecimal notation is used and be able to convert between hexadecimal and binary · understand how computers encode characters using 7-bit ASCII · understand how bitmap images are represented in binary (pixels, resolution, colour depth) · understand how analogue sound is represented in binary (amplitude, sample rate, bit depth, sample interval) · understand the limitations of binary representation of data (sampling frequency, resolution) when constrained by the number of available bits · understand that data storage is measured in binary multiples (bit, nibble, byte, kibibyte, mebibyte, gibibyte, tebibyte) and be able to construct expressions to calculate file sizes and data capacity requirements · understand the need for data compression and methods of compressing data (lossless, lossy)
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
TEACHER POWERPOINTS: EDEXCEL - TOPIC 1 & 6 COMPUTATIONAL THINKING AND PROGRAMMING 1CP2 (FROM 2020)
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TEACHER POWERPOINTS: EDEXCEL - TOPIC 1 & 6 COMPUTATIONAL THINKING AND PROGRAMMING 1CP2 (FROM 2020)

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These adaptable Powerpoint Presentations (274 Slides) cover all aspects of the specification in relation to Edexcel GCSE Computer Science 1CP2 (from 2020) topic 1 and topic 6. These two topics have been combined so that students can learn about algorithms and at the same time have the opportunity to understand how algorithms can then be developed into programs. The programming language used is Python. It includes: Teaching PowerPoints (including checkpoint questions and answers) Student PowerPoints (Including checkpoint questions, but omits the answers) Content Covered: Topic 1 · understand the benefit of using decomposition and abstraction to model aspects of the real world and analyse, understand and solve problems · understand the benefits of using subprograms · be able to follow and write algorithms (flowcharts, written descriptions, draft program code or assessment reference language) that use sequence, selection, repetition (count-controlled, pre-conditioned, post-conditioned) and iteration (over every item in a data structure), and input, processing and output to solve problems · understand the need for and be able to follow and write algorithms that use variables and constants and one- and two-dimensional data structures (strings, records, arrays) · understand the need for and be able to follow and write algorithms that use arithmetic operators (add, subtract, divide, multiply, modulus, integer division), relational operators (equal to, less than, greater than, not equal to, less than or equal to, greater than or equal to) and logical operators (AND, OR, NOT) · be able to determine the correct output of an algorithm for a given set of data and use a trace table to determine what value a variable will hold at a given point in an algorithm · be able to identify and correct errors (logic, runtime) in algorithms · understand how standard algorithms (bubble sort, merge sort, linear search, binary search) work · be able to use logical reasoning and test data to evaluate an algorithm’s fitness for purpose and efficiency (number of compares, number of passes through a loop, use of memory) · be able to apply logical operators (AND, OR, NOT) in appropriate truth tables to solve problems Topic 6 · be able to use decomposition and abstraction to analyse, understand and solve problems · be able to read, write, analyse and refine programs written in a high-level programming language · be able to convert algorithms (flowcharts, written descriptions) into programs and convert programs into algorithms · be able to use techniques (layout, comments, meaningful identifiers, white space) to make programs easier to read, understand and maintain · be able to identify, locate and correct program errors (logic, syntax, runtime) etc
Systems Architecture Test - GCSE Computer Science
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Systems Architecture 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 is 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 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
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
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.
Example Python Programming Project for GCSE - Quiz Board Game
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Example Python Programming Project for GCSE - Quiz Board Game

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This sample project is designed to provide a stimulating, engaging and effective way of preparing students for the Programming Project Component of the 9-1 GCSE in computer science. Students use Python to create a Quiz Board Game. Including: Sample project scenario Sample student solution 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.