Term 1
Lesson 1 – Get in gear
Recall that a general-purpose computing system is a device for executing programs; Recall that a program is a sequence of instructions that specify operations that are to be performed on data; Explain the difference between a general-purpose computing system and a purpose-built device.
- Lesson
- A0 Worksheet – The Antikythera mechanism
- A0 Solutions – The Antikythera mechanism
- A2 Worksheet – Your software
- A2 Solutions – Your software
- A4 Handout – Intelligent piece of paper
Lesson 2 – Under the hood
Describe the function of the hardware components used in computing systems; Describe how the hardware components used in computing systems work together in order to execute programs; Recall that all computing systems, regardless of form, have a similar structure (‘architecture’)
- Lesson
- A1 Worksheet – Check the specs
- A1 Solutions – Check the specs
- AP Worksheet – Wearable computing
- AP Solutions – Wearable computing
- Handout – Computing systems
- Homework – Computing systems
- Homework solutions – Computing systems
Lesson 3 – Orchestra conductor
Analyse how the hardware components used in computing systems work together in order to execute programs; Define what an operating system is, and recall its role in controlling program execution
- Lesson
- A0 Resource – Forbidden words
- A1 Worksheet – Scenarios
- A1 Solutions – Scenarios
- A4 Worksheet – System monitor
- A4 Solutions – System monitor
- A4 Resource – Browsing
- A4 Resource – Idle
- A4 Resource – Image editing
- A4 Resource – Planetarium
- A4 Resource – Streaming
Lesson 4 – It’s only logical
Describe the NOT, AND, and OR logical operators, and how they are used to form logical expressions; Use logic gates to construct logic circuits, and associate these with logical operators and expressions; Describe how hardware is built out of increasingly complex logic circuits; Recall that, since hardware is built out of logic circuits, data and instructions alike need to be represented using binary digits.
- Lesson
- A0 Worksheet – Gears, again!
- A0 Resource – Turing tumble teacher support video
- A0 Solutions – Gears, again!
- A1 Worksheet – Boolean logic
- A1 Solutions – Boolean logic
- A2 Worksheet – Logic circuits
- A2 Solutions – Logic circuits
- L4 Homework – Computing systems
- L4 Homework solutions – Computing systems
Lesson 5 – Thinking machines
Provide broad definitions of ‘artificial intelligence’ and ‘machine learning’; Identify examples of artificial intelligence and machine learning in the real world; Describe the steps involved in training machines to perform tasks (gathering data, training, testing); Describe how machine learning differs from traditional programming; Associate the use of artificial intelligence with moral dilemmas.
- Lesson
- A0 Worksheet – Words matter
- A4 Worksheet – Teachable machine
- Resource – Where do we go from here
Lesson 6 – Sharing
Explain the implications of sharing program code
Introduction to Python Programming
Lesson 1 – First steps
Describe what algorithms and programs are and how they differ; Recall that a program written in a programming language needs to be translated in order to be executed by a machine; Write simple Python programs that display messages, assign values to variables, and receive keyboard input; Locate and correct common syntax errors.
Lesson 2 – Crunching numbers
Describe the semantics of assignment statements; Use simple arithmetic expressions in assignment statements to calculate values; Receive input from the keyboard and convert it to a numerical value.
- Lesson
- A1 Worksheet – Order matters
- A1 Solutions – Order matters
- A4 Worksheet – How to input numbers
- Homework – Intro to Python programming
- L2 Homework solutions – Intro to Python programming
Lesson 3 – At a crossroads
Use relational operators to form logical expressions; Use binary selection (if, else statements) to control the flow of program execution; Generate and use random integers.
Lesson 4 – More branches
Use multi-branch selection (if, elif, else statements) to control the flow of program execution; Describe how iteration (while statements) controls the flow of program execution.
- Lesson
- A0 Worksheet – The weather
- A2 Worksheet – People in space
- L4 Homework – Intro to Python programming
- L4 Homework solutions – Intro to Python programming
Lesson 5 – Round and round
Use iteration (while loops) to control the flow of program execution; Use variables as counters in iterative programs
Lesson 6 – Putting it all together
Combine iteration and selection to control the flow of program execution; Use Boolean variables as flags.
Term 2
Lesson 1 – Website building blocks
Describe what HTML is; Use HTML to structure static web pages; Modify HTML tags using inline styling to improve the appearance of web pages
- Lesson
- A1 Home.html
- A2 Hometags.html
- A2 Worksheet – Summary of task
- Homework – Developing for the web
Lesson 2 – Words are not enough
Display images within a web page; Apply HTML tags to construct a web page structure from a provided design.
- A0 Worksheet – HTML tags recap
- A0 Solutions – HTML tags recap
- A1 Hometags
- A1 WebFiles
- A1 Solutions – Hometags
- A2 Web page design
- A2 Solutions – Web page design
Lesson 3 – Taking Shortcuts
Describe what Cascading Style Sheets (CSS) is; Use CSS to style static web pages; Assess the benefits of using CSS to style pages instead of in-line formatting.
- Lesson
- A1 Handout_ Setting up CSS
- A1 CSS experiment
- A1 Solutions – CSS experiment
- A2 Worksheet – Using CSS
Lesson 4 – Searching the web
Describe what a search engine is; Explain how search engines ‘crawl’ through the World Wide Web and how they select and rank results; Analyse how search engines select and rank results when searches are made.
- Lesson
- A1 Worksheet – Crawl and Index
- A1 Solutions – Crawl and Index
- A2 Handout – What makes a quality web page
- Handout – Review criteria for plenary
Lesson 5 – Tightening the web
Use search technologies effectively; Discuss how the choice of search terms affects the information you find; Create hyperlinks to allow users to navigate between multiple web pages.
- Lesson
- A1 Worksheet – Improving searches
- A1 Solutions – Improving searches
- Homework – Developing for the web
Lesson 6 – Navigating the web
Implement navigation to complete a functioning website; Complete summative assessment.
Lesson 1 – Get into shapes
Draw basic shapes (rectangle, ellipse, polygon, star) with different properties (fill and stroke, shape-specific attributes); Manipulate individual objects (select, move, resize, rotate, duplicate, flip, z-order)
- Lesson
- Activity 2 – Worksheet
- Activity 3 – Worksheet
- Activity 4 – Worksheet
- Activity 5 – Worksheet
- Activity 6 – Worksheet
- Activity 7 – Worksheet
Lesson 2 – Paths United
Manipulate groups of objects (select, group/ungroup, align, distribute); Combine paths by applying operations (union, difference, intersection)
- Lesson
- Activity 1 – Worksheet
- Activity 2 – Worksheet
- Activity 3 – Worksheet
- Activity 4 – Worksheet
- Activity 5 – Worksheet
- Activity 6 – Worksheet
- Activity 7 – Worksheet
- Plenary Quiz
- Homework
Lesson 3 – Icon challenges
Convert objects to paths; Draw paths; Edit path nodes
- Lesson
- Activity 1 – Worksheet
- Activity 2 – Worksheet
- Activity 3 – Worksheet
- Activity 4 – Worksheet
- Plenary – Exit Ticket
Lesson 4 – What you will make
Combine multiple tools and techniques to create a vector graphic design
Lesson 5 – Under the hood
Explain what vector graphics are; Provide examples where using vector graphics would be appropriate
- Lesson
- Activity 2 – Resource Clownfish
- Activity 3 – Fact sheet (Vectors and rasters)
- Activity 3 – Research (Vectors and rasters)
- Homework
Lesson 6 – Showcase
Peer assess another pair’s project work; Improve your own project work based on feedback; Complete a summative assessment
Term 3
Lesson 1 – App development
Use a block-based programming language to include sequencing and selection; Use user input in a block-based programming language; Use variables in a block-based programming language; Reflect and react to user feedback
Lesson 2 – Tappy Tab App
Recognize that events can control the flow of a program; Use a block-based programming language to create a sequence; Use user input in an event-driven programming environment; Use variables in an event-driven programming environment; Develop a partially complete application to include additional functionality
Lesson 3 – School Lab Studios
How to identify and fix common coding errors using App Lab; How to pass the value of a variable into an object; Understand the need to establish user needs when completing a creative project
- Lesson
- Activity 1 – Worksheet
- Activity 2 – Worksheet
- Project diary for Clicky Biscuits
- Project diary for KS2 Maths App
- Project diary for Virtual pet
- Project diary for Your Weight In Space
- Homework
Lesson 4 – User Input
Apply decomposition to break down a larger problem into more manageable steps; Use user input in a block-based programming language; Use a block-based programming language to create a sequence; Use variables in a block-based programming language
Lesson 6 – Project completion
Use a block-based programming language to include sequencing and selection; Use user input in a block-based programming language; Use variables in a block-based programming language; Evaluate the success of the programming project
Lesson 1 – Across time and space
Describe examples of representations; Recall that representations are used to store, communicate, and process information; Provide examples of how different representations are appropriate for different tasks
Lesson 2 – Lights and Drums
Recall that characters can be represented as sequences of symbols and list examples of character coding schemes; Measure the length of a representation as the number of symbols that it contains; Provide examples of how symbols are carried on physical media
- Lesson
- Activity 1 – Handouts of coding schemes
- Activity 1 – Resource paper strip
- Activity 1 – Worksheet
Lesson 3 – Binary digits
Explain what binary digits (bits) are, in terms of familiar symbols such as digits or letters; Measure the size or length of a sequence of bits as the number of binary digits that it contains
Lesson 4 – Numbers in binary
Describe how natural numbers are represented as sequences of binary digits; Convert a decimal number to binary and vice versa
Lesson 5 – Large quantities
Convert between different units and multiples of representation size; Provide examples of the different ways that binary digits are physically represented in digital devices, including electricity, magnetism, light, and even holes in paper