Bee Bot Lesson Scheme for Year 1 - 3 Lessons and Lesson Scheme document Quick View
parrianenparrianen

Bee Bot Lesson Scheme for Year 1 - 3 Lessons and Lesson Scheme document

(2)
This powerpoint was created by myself as an introduction to Beebots as part of a 4 lesson scheme for Year 1. Document included which has the lesson plans, plan of progression and an assessment criteria. I have used information from various wesbites to create this scheme. It has detailed lesson plans and explains the success criteria of the lesson. The First powerpoint recaps; the instructions on a beebot, algorithms, group roles, synchronised beebots and dancing beebots. Lesson 2 powerpoint was created by myself as part of a 4 lesson scheme for Year 1,- it recaps beebot instructions, algorithms, group roles, control iboard activity on TES.Children should use this powerpoint as a starter to drawing with their beebots on sugar paper. Lesson 3 powerpoint was created by myself as an final lesson as part of a 4 lesson scheme for Year 1. This lesson involves recapping the beebot instructions, algorithms, group roles, shows beebot trying to follow a route on a map, allows children to have a go at directing the beebots. Task is for children to write an algorithm for the beebot to follow. Ends with the alligator algorithm chant (not my work). Group roles work best if children work in groups of 3 and have stickers for each role throughout all lessons. (None of the media in the Powerpoint is owned by myself) Please comment :)
The Ultimate P4C Resource Pack [Philosophy for Children]Quick View
godwin86godwin86

The Ultimate P4C Resource Pack [Philosophy for Children]

19 Resources
This is the ultimate Philosophy for Children (P4C) Pack: perfect for any teacher wishing to bring philosophy and critical thinking into their classroom. It contains 20 resources and includes: -An 8-Lesson P4C Course -Debate generating software -Philosophy Boxes Discussion Sessions -A host of other tools and templates Teaching philosophy is my passion and this resource has been made by me over years of spreading the joy of philosophy to young minds. I hope you will help me bring philosophy into the lives of children around the world by using this resource . This product is suitable for any teacher (around the world) to bring P4C into their classroom. It provides enough resources for whole-school initiatives and may be of interest to those in leadership positions, or coordinating P4C/PSHE/SMSC/Ethics provisions. Its uses include: -Introducing philosophy and P4C -Boosting critical-thinking skills -Enhancing meta-cognitive ability -Practicing conversation and debate skills Feel free to email me with any questions :) Adam, godwin86@gmail.com ---------------------- “Put your heart, mind, and soul into even your smallest acts. This is the secret of success.” - Swami Sivananda . Check-out some of our most popular resources on TES! GCSE Religious Studies Buddhism (20 Lesson Unit) Buddhism (Thematic Studies Units) Christianity (Thematic Studies Units) Hinduism (20 Lesson Unit) Hinduism (Thematic Studies Units) Islam (Thematic Studies Units) .    GCSE Sociology Resources Complete Units (Whole Course) . .  AS/A2 Revision Sessions OCR Religious Studies AQA Philosophy AQA Sociology .  Philosophy for Children (P4C) The Ultimate P4C Resource Pack The Debating Society Toolkit Philosophy Boxes . . Other Tools A3 DIRT Worksheet (15+ 5-star ratings!) KS3 RE Units
Pointless - Template to Create Your Own Games!Quick View
TandLGuruTandLGuru

Pointless - Template to Create Your Own Games!

(0)
Template for you to create your own Pointless games - whatever subject or topic you are teaching! Based on the popular game show 'Pointless', this resource is perfect for use as a starter activity, plenary, or revision tool. Editable, so that you can change to any other topic or change the questions/answers. Containing almost 30 slides of sound clips, engaging visuals, and suitably challenging questions, this resource is effective at both promoting engagement and enhancing learning. There are several built-in rounds of questions to build students' understanding in your topics, including: - Identifying terms from definitions - Anagrams of key terms round - Recalling the highest level knowledge. The nature of the game ensures that this resource can challenge students of all levels. NOTE: You can buy this resource alone, or in a bundle of 8 Pointless games, for only £1 more!
Upper KS2 Computing Huge Knowledge Organisers Bundle!Quick View
TandLGuruTandLGuru

Upper KS2 Computing Huge Knowledge Organisers Bundle!

12 Resources
These clear, detailed and visually-appealing resources offer a complete reference point for subject leaders, teachers, parents and children covering the computing curriculum at upper KS2. Included are organisers based on: -Year 5: Computing Systems and Networks -Year 5: Creating Media - Vector Drawing -Year 5: Creating Media - Video Editing -Year 5: Data and Information - Flat-File Databases -Year 5: Programming - Selection in Physical Computing -Year 5: Programming - Quizzes in Scratch -Year 6: Computing Systems and Networks -Year 6: Creating Media - Web Page Creation -Year 6: Creating Media - 3-D Modelling -Year 6: Data and Information - Spreadsheets -Year 6: Programming - Variables in Games -Year 6: Programming - Using Micro:bits The content is fully aligned with the age-related expectations for upper KS2 children in computing. The resources are designed to be printed onto A3, and are provided as both PDF and Word versions (so that you can edit if you want to).
Pictogram\Pictograph - Drag and Drop Year 1 & 2Quick View
martinjgouldenmartinjgoulden

Pictogram\Pictograph - Drag and Drop Year 1 & 2

(0)
A simple drag and drop interactive whiteboard resource aimed at introducing data handling to Rec>Y3 aged children. 7 PowerPoint slides designed to approach Pictograms\Pictographs in 3 different ways. Subjects: Fruit, colour, transport, pets, cake and pizza.
ScratchJr - Student Project Planning SheetsQuick View
CodingKyodaiCodingKyodai

ScratchJr - Student Project Planning Sheets

(0)
50 pages - 10 differentiated project ideas - plus blank sheets for your own projects. These differentiated project planning sheets, offer 2, 3 and 4 scene boxes plus many topic ideas and all the ScratchJr blocks to plan with. Prepared on A4 sheets to give students a organised space to plan their own Scratch Jr projects on paper before building them with the device. Planning and explaining the code, before building, is a great process for developing fluency and confidence with Scratch Jr, and programming in general. Equally, once students have built something they are proud of, recording the process to teach peers is a great review of their learning. This reflective process can really open up quality discussions and opportunities for children to explain their thinking and record their learning. ScratchJr serves as a beginner’s coding language, empowering children between the ages of 5 and 7 to craft their own captivating stories and animations. By simply connecting graphical programming blocks, kids can bring characters to life, making them move, speak, dance, and interact. With the paint editor, children can customize characters, incorporating their unique voices, sounds, and even personal photos. The programming blocks serve as the magic wand, enabling children to animate their characters and unleash their imagination. ScratchJr is available free from the Apple and Android stores,plus on desktops using the GitHub site. Great starter projects can be found by searching for ScrathJr’s own site too, to help students learn what the blocks can do.
Lower KS2 Computing Knowledge Organisers Bundle!Quick View
TandLGuruTandLGuru

Lower KS2 Computing Knowledge Organisers Bundle!

12 Resources
These clear, detailed and visually-appealing resources offer a complete reference point for subject leaders, teachers, parents and children covering the computing curriculum at lower KS2. Included are organisers based on: -Year 3: Computing Systems and Networks - Digital Devices -Year 3: Creating Media - Animations -Year 3: Creating Media - Desktop Publishing -Year 3: Programming - Events and Actions in Scratch -Year 3: Programming - Sequencing in Scratch -Year3: Data and Information - Data Logging -Year 4: Computing Systems and Networks - The Internet -Year 4: Creating Media - Audio Editing -Year 4: Creating Media - Desktop Publishing -Year 4: Programming - Repetition in Scratch -Year 4: Programming - Repetition in Shapes -Year 4: Data and Information - Data Logging The content is fully aligned with the age-related expectations for lower KS2 children in computing. The resources are designed to be printed onto A3, and are provided as both PDF and Word versions (so that you can edit if you want to).
Scratch Jr Computing Scheme of work- 9 Coding Lessons for KS1/LKS2Quick View
arkictarkict

Scratch Jr Computing Scheme of work- 9 Coding Lessons for KS1/LKS2

(0)
This unit has been designed written for the Key Stage 1 Computing Curriculum, looking at the following NC objectives: Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions. Create and debug simple programs Use logical reasoning to predict the behaviour of simple programs There is a sequence of 9 lessons, that progressively build on skills learnt on the app. The sequence of lessons pushes, from lesson 6 to 8, on the Key Stage 2 curriculum and would be suitable for teaching in Year 3. There are 9 lessons in the unit, on the following topics: Lesson 1- Scratch Jr Unplugged Lesson 2- Scratch Jr Tinkering Lesson 3- Movement Introduction Lesson 4- Movement application Lesson 5- Scenes Lesson 6- Action Blocks Lesson 7- Timing Lesson 8- Adding Controls Lesson 9- Project application/ assessment These resources have been made by our ICT Education Specialist, who is a qualified Primary School Teacher, for her work when delivering computing in schools. We work with schools all over the East Midlands, teaching, supporting writing the computing curriculum and delivering affordable CPD sessions for teachers. If you would like any more information about what Ark ICT Solutions can offer to schools please visit our website https://www.ark.me.uk/ or email education@ark.me.uk .
KS3 Computer Systems BundleQuick View
RobbotResourcesRobbotResources

KS3 Computer Systems Bundle

5 Resources
This bundle includes both my year 7 and year 8 Computer Systems units of work! What you will learn within the year 7 unit of work: To show understanding of the difference between input and output devices with suitable examples. To understand the difference between internal and external devices with suitable examples. To describe the different types of storage: Magnetic, Optical and Solid State. To understand the role and purpose of the CPU and the relationship with RAM (Fetch-Execute Cycle). To show an understanding of an embedded system including suitable examples. What you will learn within the year 8 unit of work: Explain factors affecting CPU performance. Clock Speed Cache Size Number of Cores RAM, ROM and Virtual Memory – understanding of differences between volatile and non-volatile memory. Explain factors affecting secondary storage. Cost Capacity Speed Portability Understand the Fetch – Execute Cycle. Both units of work include a range of information and activities to develop student knowledge and understanding of computer systems. Knowledge organisers, revision sheets and final assessments are also included. Teacher answer powerpoints for both units of work are also included. **Please leave a review!
QR Codes EYFSQuick View
sloughlin301sloughlin301

QR Codes EYFS

(0)
Created QR codes for maths games, phonics games and some autumn reads. Great for use of Ipads in the provision. 7 pages. Also created a page to send home for parents to easily access. 2 pages.
EYFS Learning in Computing  - Knowledge Organiser!Quick View
TandLGuruTandLGuru

EYFS Learning in Computing - Knowledge Organiser!

(2)
This clear, detailed and visually-appealing resource helps to detail and categorise the foundation Computing learning that takes place in the EYFS stage. It is an important resource for EYFS teachers and parents, but also Computing subject leaders, to aid them in the development of a clearly-mapped and well-sequenced Computing curriculum across the school. This organiser groups the Computing-related learning into the relevant EYFS areas of learning - for Computing, this is mainly the ‘Technology’ element of the ‘Understanding the World’ learning area. A small section on ‘Online Safety’ is also included. The resource is designed to be printed onto A3 or A4, and is provided as both a PDF and a Word version (so that you can edit if you want to). All images used are licensed for commercial use and are cited on a separate document (included).
KS1 Computing Knowledge Organisers Bundle!Quick View
TandLGuruTandLGuru

KS1 Computing Knowledge Organisers Bundle!

12 Resources
These clear, detailed and visually-appealing resources offer a complete reference point for subject leaders, teachers, parents and children covering the computing curriculum at KS1. Included are organisers based on: -Year 1: Technology and Parts of a Computer -Year 1: Creating Media - Digital Painting -Year 1: Creating Media - Digital Writing -Year 1: Programming - Animations in Scratch -Year 1: Programming - Moving a Robot -Year 1: Data and Information - Grouping Data -Year 2: Information Technology All Around Us -Year 2: Creating Media - Making Music -Year 2: Creating Media - Digital Photography -Year 2: Programming - Quizzes in Scratch -Year 2: Programming - Robot Algorithms -Year 2: Data and Information - Pictograms The content is fully aligned with the age-related expectations for KS1 children in computing. The resources are designed to be printed onto A3, and are provided as both PDF and Word versions (so that you can edit if you want to).
How to Make a Powerpoint PresentationQuick View
dhhc13dhhc13

How to Make a Powerpoint Presentation

(0)
This is a great resource for taking learners step by step through many of the basic stages of creating a powerpoint. It can be displayed clearly on the Interactive Whiteboard and there are screenshots and arrows which show learners exactly what to select. It covers -adding text adding images changing backgrounds using transitions
Bee Bot instruction sheetQuick View
noo76_noo1noo76_noo1

Bee Bot instruction sheet

(0)
This sheet is suitable for children across the Primary age range. Children are given a prompt to give instructions, to direct a Bee Bot around a treasure map.
E-Safety & Cyberbullying - PSHE Session [P4C PSHE] (Social Media, Cyber Bullying, Safety, Computer)Quick View
godwin86godwin86

E-Safety & Cyberbullying - PSHE Session [P4C PSHE] (Social Media, Cyber Bullying, Safety, Computer)

(3)
The topic of this Philosophy Boxes download is ‘E-Safety & Cyberbullying’. It is one of a series of PSHE-P4C sessions designed for KS2-4 PSHE students. The download comprises a P4C lesson/session that can be used multiple times with the same group. This download is also relevant to all teachers of Computer Science, ICT and Computing. The Philosophy Boxes Method is a new approach to PSHE designed for students in KS2-4: it is graphically stimulating, engaging, and fun. This download is also suitable for older students: but the format was designed with younger students in mind. In this context: ‘Philosophy Boxes’ represents a more student-centred ‘debate & discussion’ approach to PSHE issues. The aim of our ‘Philosopy Boxes’ PSHE sessions is to bring deep, critical thinking to PSHE, exploring PSHE using P4C (Philosophy for Children) debates and discussions. One advantage to the method is that it helps students to practice their social skills through the activities. The Philosophy Boxes Method presents students with a set of ‘mystery boxes’, when a student selects one of the boxes they are presented with 1 of 21 discussion/debate activities (in 8 different formats). The presentation has integrated AfL so that teachers can test knowledge at any point in the lesson. There are 10 different AfL slides to choose from. The design is colourful, animated, fun and engaging: all activities require movement and teachers can decide whether students are expressing their ideas purely verbally or by using post-it notes. The nature of the design is that it can be used for short sessions (5-10 minutes) or much longer sessions (up to 2 hours!) - it allows for classroom practitioners to be flexible and adaptable. It can, therefore, be used in lessons or as a tutor-time activity. Choose from out complete selection of our ‘Philosophy Boxes’ PSHE lessons here. You can also save money by purchasing lessons as a complete 20-session collection here!
ICT Functional Skills Project 'Video Games'Quick View
jjones108jjones108

ICT Functional Skills Project 'Video Games'

(0)
A whole unit of work which embeds Entry Level Functional Skills ICT (could be used up to Low Ability Level 1) based around the topic of ‘Video Games’. Tasks Include: Research PowerPoint Using Publisher Using Excel Searching the internet
Logic GatesQuick View
nitesh.patelnitesh.patel

Logic Gates

(1)
use this for teaching Logic gates, Teacher must have knowledge of Logic gates before hand
Designing Greenhouse GamesQuick View
HamiltonTrustHamiltonTrust

Designing Greenhouse Games

(3)
In this session children apply what they found out in the previous session about internet games to create their own Saving the Planet computer game. Whose will be most enjoyable? Which game will encourage us to do things differently?
Multi-media presentation - Saving rainforest 2Quick View
HamiltonTrustHamiltonTrust

Multi-media presentation - Saving rainforest 2

(2)
Children complete their presentations started in Session 10, bringing together the information they have collected in previous weeks and images selected from the internet. Children watch the presentations and give feedback to their peers.