Term 2 – Python Programming


In this unit you will be introduced to using a text based programming language called Python.  You will be looking at Python in the context of creating “chatbots” and creating a digital quiz.

Lesson 1 – Chatbots
Lesson 2 – Introduction to Programming and Building a Chatbot
Lesson 3 – Comment Code, Maths Quiz and 12x Table Quiz
Lesson 4 – Adding Scores, Pseudocode and Responsive Feedback
Lesson 5 – Making a Maths Game (Assessment)

These lessons are based on an original scheme of work written by Alan O’Donaghue and licenced to Belper School under a Creative Commons Attribution-ShareAlike-3.0 licence.  Minor alterations have been made to the scheme by adding lesson objectives and spellings.

Lesson 1 – Chatbots

Learning Outcomes Evaluate the effectiveness of Siri on the iPhone Describe an experience of Artificial Intelligence from using chatbots Keywords Words to learn: voice recognition, chatbot, artificial, intelligent, summarise Starter – Voice Recognition Over the next few lessons you are going to attempt to create a computer program that can think and reply to questions much like […]

Lesson 2 – Introduction to Programming and Building a Chatbot

Learning Outcomes Create a “Hello World” program in Python Identify and correct common errors in Python programs Create, save and test a ‘Hello World’ program Build the first part of an artificial intelligence program using Python Use the Python Interpreter as a calculator and explain what an integer is Keywords Words to learn: programming, instructions, […]

Lesson 3 – Comment Code, Maths Quiz and 12x Tables Quiz

Learning Outcomes Demonstrate and explain the practice of commenting code Create a simple maths test Explain the need to convert a string to an integer Make use of ‘if’ statements to create a 12 times table test Assessment Criteria All students must (Developing): Create a quiz with a least 3 questions The code must have […]

Lesson 4 – Adding Scores, Pseudocode and Responsive Feedback

Learning Outcomes Demonstrate use of variables to add a score to the game Designing a coding solution using pseudocode Add responsive score feedback to the game Keywords Words to learn: variable, integer, string, convert, pseudocode Starter – Adding Scores In the last lesson, you used the following script to create the beginning of a maths […]

Lesson 5 – Making an artificially intelligent maths game (Assessment)

Learning Outcomes Design and code a maths game based upon what you have learned over the last 4 lessons Assessment Task Starting with a blank file, you need to create your own number game using Python. You should add an appropriate amount of comments to your game including a header with your name, the title and […]

Loops – Repetition

Learning Objectives Identify unnecessary repetition in code Understand the concept of iteration, or looping. Write simple programs using loops Recognise the difference between two types of loop – If and while. Learning Outcomes All must appreciate the need for a system to repeat code without re-typing.  Create a simple counting program. (Level 5) Most should complete the above, adapt […]

6 GUI, but not messy!

Learning Objectives Learn the meaning and significance of a GUI. Learn to identify the important components of a GUI Build a simple (non interactive!) GUI. Learning Outcomes Must Complete an annotated diagram detailing the main elements of a GUI. Copy and successfully run code creating a basic canvas (Level 5) Should complete the above, and add more […]

7 Using the GUI

Learning Objectives Build a simple GUI based on code from the last lesson. Add code to make the GUI functional. Adapt the code to make a joke app. Learning Outcomes Must Use code similar to that from the last lesson to create a simple GUI (Level 5) Should Adapt the code to make elements of the GUI functional. (Level […]