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CAS Tenderfoot Unit 2 - How Computers Do Stuff

Downloaded: 37

Last edit: 13 May 2022

English Key Stage 11-14 year (KS3)
Curriculum Topic Programming
Resource Type Worksheets and Activities, Lessons, Teaching Resources, Example Programs and Live Lessons, Schemes of Work (Programming Units and Curriculum)

This resource is for CAS Tenderfoot trained or experienced trainers. It gives access to the full portfolio of resources that supports the whole-day Unit and the Sessions that can be delivered as separate CPD events, of about 2 hours.

This video (4 minutes) introduces the Unit. It can be used to introduce the whole-day Unit or contextualise shorter Sessions. Alternatively, the URL can be sent to attendees for viewing before the CPD session.

The first section of this page contains the materials required to run the FULL session i.e. in a whole day. The remaining sections have the resources split up into a number of shorter sessions ideal for delivering in a twilight session.

Whole-day Unit Materials 

Full slide deck

Training Notes

Individual Session Unit Materials 

The CAS Tenderfoot units are designed as 1-day sessions for 'trainers' of 'master teachers and other curriculum champions'. The material is structured to allow it to be delivered in shorter sessions by those 'master teachers and curriculum champions' – but is predicated on them being exposed to the entire narrative of a day session or series of shorter sessions organised by those 'trainers'. We advise trainers not to just identify 'activities' to make a training session. The activities are important to illustrate ideas but it is the computer science content that is important. For a non-specialist key stage 3 teacher – just doing an activity is a step forward, but the purpose of this material is to get more experienced teachers together to discuss and deepen their understanding of the computer science concepts. Shorter sessions only address that if attendees commit to, and cover the unit as a whole.

Session 1: Transitioning to Text 

Focusing on using Turtle System to illustrate the key constructs and concepts introduced in Part 1. the content covers sequence, selection and repetition, variables, decomposition, procedural abstraction and parameters.

Session Notes

Session Resources And Handouts

Telling the Time.pdf

Turtle System.pdf

Turtle System (teachers).pdf

Turtle System (.EXE)

Additional resources

This video is a quick paced intro to this session and its activities; as well as how it can enable teachers to further progress their pupils learning of Computer Science in Key Stage 3.

Session 2: 'Proper' Programming

Introducing Small Basic and the terminology of objects, properties and methods. Simple programming exercises illustrate the key constructs and concepts. Data types are introduced as are counter and condition controlled loops and includes a classic beginners programming challenge.

The primary aim is to educate teachers and illustrate the breadth and depth of Computer Science. The specific outcomes for teachers from this session are to:

  • Recognise the three key constructs used in every algorithm
  • Appreciate the centrality of a variable
  • Become more familiar with functions and procedures
  • Recognise their role in structured programming.

Session Notes PDF

Session Resources And Handouts

Small BASIC sample programs.zip [eResource]

FizzBuzz.pdf

Fizz Buzz programs.zip [eResource]

Small Basic Guide (69pp)

Additional resources

This short Tenderfoot session video is a brief introduction to this unit on 'proper programming'.

As well as offering a look at how to begin programming with Small Basic and the tools the IDE offers pupils to help them transition more smoothly to text-based programming, it also unpicks some of the successful approaches to teaching programming in any language.

Session 3: Algorithms and Data Structures (see saved files)

Small Basic exercises that introduce arrays and focus on manipulating data within them. More challenging exercises, involving iterating over arrays and nested constructs and concepts. Introduces procedures and the flexibility to develop different levels of complexity in the solutions.

Session Notes PDF

Session Resources And Handouts

Investigating_Shuffles_Programs.zip [eResource]

Shuffle_Array_Template.pdf

One_Hundred_Doors_Programs.zip [eResource]

One_Hundred_Doors_Problem.pdf

Session 4: 'Going Gooey' (see saved files)

This session introduces event-driven programming through a graphical user interface (GUI). It analyses and makes simple amendments to an existing program. Building on the previous session with the potential to extend the complexity of programming challenges involving array manipulation.

Session Notes PDF

Session Resources And Handouts

Graphic_Shuffle_Investigation_Program.zip [eResource]

Graphic_Shuffle_Investigation.pdf

Perfect_Riffle_Shuffle_Investigation.pdf

Standard resources

Computational Thinking Poster

BCS Certificate for Computer Science Teachers

National_Curriculum

eResources

These need to be made accessible to all participants. You could provide them on a USB stick, on the internal network, or copying and sending this resource link eResources.zip 5MB