
KS3 Computing
2024 · 1056m
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In this lesson, we will complete our Tappy Tap App by making the score screen. After this, we will then be given a choice of projects to work on to start building our own apps.

In this lesson, we will explore how user input is captured. We will then start to develop our own apps by decomposing the task into more managable steps.

In this lesson, we will spend time developing our apps further. We will use our decomposed steps and success criteria to help continue with this project.

In this lesson, we will be introduced to the concept of event-driven programming and applying this paradigm to the app that we started to develop in the previous lesson.

In this lesson, we will complete and evaluate our app development project. Once our apps are complete, we will evaluate their success, both against our own criteria and by answering a short set of questions.

In this lesson, we will be introduced to the purpose of the unit: to create a mobile app. Over the next two lessons we will develop our first app together "Tappy Tap App" and start by decomposing the problem, using success criteria to help us do this.

In this lesson, we will explore the prefixes used for measuring size, such as 'kilo-', 'mega-', 'giga-', and 'tera-'. We will revisit digital computing devices using binary digits to represent all information (including programs).

In this lesson, we will build upon using a decimal numbering system, in order to draw analogies with how numbers can be represented using binary. We will convert between binary and decimal.

In this lesson, we will grasp what binary digits are by associating them with familiar sets of symbols such as letters and decimal digits. We will solve simple problems that reinforce the connection between (alphanumeric) information and its binary representation.

In this lesson, we will complete a set of tasks followed by a puzzle activity that utilises conversion between binary and decimal.