Programming in Python

$199.00$289.00

Starting with a quick recap of computational thinking, these resources quickly build programming skills using a free browser-based Python editing platform (no installs required). Students use Scratch to investigate iteration and changing variables via a bouncing ball, then branching or selection via a maze escaping robot. We then move onto the serious business of data structures and functions. Algorithms for sorting and searching through lists are built and compared, then a simple game designed and created. Programming techniques are introduced gradually, with a huge number of practical tasks developing confidence. The extension tasks included throughout allow you to challenge those with highest computational abilities. The technical concepts of objects and classes are discussed as part of an introduction to Object Oriented Programming. Full programming solutions are included for all tasks.

140pp including full programming solutions for the tasks and links to live versions online. The premium package includes the fixed PDF files as well as the editable Word versions.

Sample Pages

SKU: CoP046 Category:

Curriculum Links

Digital Technologies Curriculum Information

0. Checklist

1. Computational thinking
Computational thinking
Precisely and accurately describing problems

2. Control Flow
Sequence, Branching and Iteration

3. Flowcharts and Pseudocode
Design algorithms represented diagrammatically and in structured English and validate algorithms and programs through tracing and test cases (ACTDIP040)
Designing algorithms to solve real-world problems and describing algorithms using flow charts and structured English, for example START, END, IF and UNTIL

4. Iteration in Scratch
Sequence, Branching and Iteration

5. Robot Maze in Scratch
Sequence, Branching and Iteration

6. Programming Languages
Multilevel abstractions

7. Getting Started with Python
Use an object-oriented programming language where appropriate

8. Data Types and Variables

9. Commenting

10. Errors and Tracing
Tracing algorithms to predict results and program state for a given input, for example desk checking or using an interactive debugging tool
Using tracing techniques to test algorithms, for example desk checking an algorithm for a given input by stepping through the algorithm while keeping track of contents of the variables

11. Strings

12. Maths Functions

13. Lists
Selecting different types of data structures such as an array, record and object to model structured data

14. Sorting Lists
Identify standard elements such as searching and sorting in algorithms
Recognising that different algorithms can solve a problem with different trade-offs

15. Searching Lists
Identify standard elements such as searching and sorting in algorithms
Considering different algorithms and selecting the most appropriate based on the type of problem, for example choosing appropriate algorithms for particular problems

16. Arrays
Defining classes that represent the attributes and behaviour of objects in the real world or in a game

17. Procedures and Modules
Design and implement modular programs
Coding separate modules that perform discrete functions but collectively meet the needs of the solution

18. Creating Procedures
Design and implement modular programs
Coding separate modules that perform discrete functions but collectively meet the needs of the solution

19. Scope

20. OOPL
Object-oriented programming language where appropriate

21. Creating a Game
Design and implement modular programs
Coding separate modules that perform discrete functions but collectively meet the needs of the solution
Implement modular programs, applying selected algorithms and data structures including using an object-oriented programming language (ACTDIP041)
Tracing algorithms to predict results and program state for a given input, for example desk checking or using an interactive debugging tool
Using algorithms and data structures involving modular functions that reflect the relationships of real-world data and data entities
Developing test cases that correspond to the requirements of the specifications, for example validating program behaviour on a range of valid and invalid user input
Implement modular programs, applying selected algorithms and data structures including using an object-oriented programming language (ACTDIP041)

Format

Editable Word, Fixed PDF

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