Oic Computing Guide
Oic Computing Guide
Subject Guide
Computing Subject Guide 1
Contents
I see learners equipped
2 Curriculum at a glance
4 Assessment framework with the skills they need
6 Lesson plans and worksheets
8 Resources in a rapidly evolving
digital world
The Oxford International Curriculum is What does the Oxford International
a new approach to teaching and Computing Curriculum offer you?
learning focused on wellbeing, which
• Integrated curriculum materials, continuous
places joy at the heart of the curriculum professional development, assessment and
and develops the skills your learners world-class resources
need for their future academic, personal • A trustworthy and flexible route to equip all
and career success. learners with the lifelong skills they need to
fully engage with the digital world
Computing is one of six subjects that make up • A practical framework, designed to be
the curriculum, part of a coherent and holistic adaptable as technology changes, and to be
approach that ensures continuity and progression flexible between communities where different
across every student’s educational journey. types of technology are in everyday use.
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2 Oxford International Curriculum Computing Subject Guide 3
PRIMARY
Curriculum at aAND
glance LOWER SECONDARY COMPUTING
PRIMARY at aAND
CURRICULUM
Curriculum glance LOWER SECOND
AT-A-GLANCE
PRIMARY
Curriculum at aAND
glance LOWER SECONDARY COMPUTING
PRIMARY at aAND
CURRICULUM
Curriculum glance LOWER SECOND
AT-A-GLANCE
Strand
PRIMARY
Strand at aAND
Curriculum
Year 1
Year LOWER
Students can:
glance 1
Year 2
Year SECONDARY
Students can:
2
Year 3
Year 3
Students can:
Curriculum at
Year 4
COMPUTING
Year 4
a glance
Year
Strand
PRIMARY
5
CURRICULUM
Year
Strand
Curriculum
Year
Year 6
5 at aAND
Year
Year 6
glance
1
LOWER
Year 2
7 Y
SECOND
1 AT-A-GLANCE
Year 2
7 Y
Students can: Students can: Students can: Students can: Studen
PRIMARY
1 Programming
Curriculum
and at aAND
glance LOWER SECONDARY COMPUTING
PRIMARY
1.1a: Run and use
Students
a simplecan:
1 Programming
Curriculum
program
and at aAND
CURRICULUM glance LOWER
2.1a: Say what an
Students can:
algorithm SECOND
AT-A-GLANCE
is and what
3.1a: Describe a
Students can: for
simple plan
4.1a: Plan and create
Students can:that uses
a program
5.1a: Create and
Students
describecan:
an algorithm
6.1a:Run
1.1a: Make
Students
anuse
and
simplecan:
algorithm
a to solve a
program
7.1a: Describe
2.1a: Say whathow
Students
program can:
algorithm
an
commands
is and what
8.1a: D
3.1a:
Studen
W
that p
simpl
and A-levels. Secure: The student makes a simple working program with inputs
YEAR THREE
Year 3 End of year tests and and outputs.
practical project papers Extended: The student makes several versions of a program that work in
3.2a: Use software to improve the appearance of a document that includes text
Learning outcomes and images
Developing: The student enters text into software such as a word-processing
These learning outcomes set out a programme of study in computing for Year 3.
application.
During the year, every student will:
Secure: The student uses software tools to format, reorganize and
3.1a: Describe a simple plan for a program that changes inputs into outputs
correct a document.
3.1b: Create a program that produces varied outputs in response to user inputs
Extended: The student produces several versions of a document by varying
3.1c: Find and correct the errors in a program so it works the way they want
formatting features.
3.2a: Use software to improve the appearance of a document that includes text
and images 3.2b: Use software to enter number data and make calculations
3.2b: Use software to enter number data and make calculations Developing: The student enters number values into a software application
3.3a: Describe a range of familiar digital devices such as a spreadsheet.
3.3b: Describe tasks where computers can be helpful Secure: The student enters formulas to produce a calculated result.
3.4a: Use technology to send and receive messages Extended: The student explains or shows the meaning of calculated results.
3.4b: Describe the parts of a message
3.3a: Describe a range of familiar digital devices
3.4c: Explain how to respond to an unsuitable communication
Developing: The student names or indicates some digital devices such as
tablets, smartphones and laptops.
Assessment criteria
Secure: The student describes the features and uses of familiar digital
The assessment criteria allow the teacher to assess the level of achievement of devices.
each student.
Extended: The student evaluates and compares familiar digital devices (for
example, for usability or portability).
3.1a: Describe a simple plan for a program that changes inputs into outputs
Developing: The student writes a description of what they want a program 3.3b: Describe tasks where computers can be helpful
to do.
Developing: The student identifies at least one task where the computer
Secure: The student makes a written plan of three or four short steps in has helped.
a correct sequence.
Secure: The student describes a range of tasks where computers
The student makes a plan that includes inputs and outputs.
can help.
Extended: The student plans a program with several different inputs.
Extended: The student explains the types of task where a computer may be
helpful or less helpful.
9 © Oxford University Press 2020
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6 Oxford International Curriculum Computing Subject Guide 7
Differentiation
Additional tasks solutions
children can use the Scratch website; Conditional
example Scratch program (from Term 1,
Main activity • If students find hands-on programming tasks challenging, work with them on part 4 in a
• Children who complete the main task early should choose and set a new backdrop for statements let you break-out group while the other students do the task individually or in pairs.
Week 9 and 10; also see worksheet); the program. 1 The code below gives values to two variables: number1 and number2. It then prints a make choices in Extension task
whiteboard. • Encourage children to choose a backdrop that reminds them of a place they like to visit. Ask
them to talk about the places they like to visit.
Computing message to the user on screen. a program.
• Ask students to write a Python program where the user enters two integer numbers. The
Lesson summary a What is the message printed on screen? program should output a message that tells the user which is the larger of the numbers.
Learning review b What does the user have to type to add number1 and number2 together?
In this lesson, children learn that a
program is a list of instructions. • A program is a list of instructions that tell Scratch and other sprites what to do. c What is the result of adding number1 and number2 together?
They learn that they can add new
instructions to a program to change
•
•
•
Programming
A Scratch program is made up of blocks. Each block is an instruction for Scratch.
Blocks are moved by dragging and dropping them to a new place.
Every Scratch program needs a start block.
number1 = 70
what it does. number2 = 80
Differentiation Example program answer =© Oxford
input (“Do
University you
Press 2020; want tosheet
This resource add? Y/N”)
may have been changed from the original. © Oxford University Press 2020; This resource sheet may have been changed from the original.
Joy of Learning
• Some children may need extra practice
In this to develop
lesson, their drag
children and drop skills.
explore Reset the
a pre-written program. Here is one example you
Global Skills Projects activity so that they can repeat the steps in the main activity to develop their mouse skills. 2 The code below uses an ‘if’ statement.
• 1.1b: Ask questions could use.
You can change a What is the condition in the ‘if’ statement?
about causes and Extension tasks
Scratch programs to • Set up the initial screen (Figure 1). Children drag and drop the ‘When b What happens if the condition is true?
consequences
do new things.
• Ask children to write or say what you did in the lesson. What change did they make?
clicked’ block into position to complete the program. c What is the variable ‘result’ used for? YEAR 7, Term 2, Unit 3: Programming
Wellbeing What happened when they made the change?
• 1.4c: Name the natural You are in control! • The completed program is in Figure 2.
• Ask children to change the number in the ‘Move x steps’ block. What happens if they If answer == “Y”:
settings they enjoy make the number bigger? What happens if they make the number smaller? Note: the
visiting result = number1 + number2
default value of the block is 10. Values of 5 and 20 will make noticeable changes in the way
print (result)
Scratch behaves.
© Oxford University Press 2020; This resource sheet may have been changed from the original. © Oxford University Press 2020; This resource sheet may have been changed from the original.
3 Use the code above to write a program that:
• gives values to two variables
• asks the user if they want to add the values together
• adds the values and prints the result if the user enters “Y”.
YEAR 1, Term 2, Unit 4: Programming 4 Add an ‘else’ part to the ‘if’ statement in your program, so that if the user enters anything
other than “Y”, the program will subtract number2 from number1 and print the result.
Opportunities to link
If answer == “Y”:
else
result = number1 + number2 to the Global Skills
result = number1 – number2
print (result)
Projects and
Wellbeing curricula
Every lesson Figure 1 Scratch program layout at start of lesson Figure 2 Completed Scratch code are highlighted.
highlights the learning Includes links to
outcomes it covers,
Year 7 Term 2 Week 1 Lesson 1 Worksheet
© Oxford University Press 2020
recommended
linking back to the resources and
curriculum-at-a-glance worksheets where
document. relevant.
Step-by-step guidance
navigates through
Year 1 Term 2 Week 5 Lesson 1 Worksheet
with differentiation
suggestions provided.
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