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KS3-4 Computing Curriculum

The Key Stage 3 and 4 Computing Curriculum aims to empower students to be active technology producers through a broad curriculum divided into computer science, creative media, and digital literacy. At KS3, students receive weekly lessons covering essential computing skills, while KS4 offers optional qualifications in GCSE Computer Science and Creative iMedia. The curriculum emphasizes hands-on projects, programming, and safe technology use, preparing students for further studies in computing at KS5.

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0% found this document useful (0 votes)
56 views17 pages

KS3-4 Computing Curriculum

The Key Stage 3 and 4 Computing Curriculum aims to empower students to be active technology producers through a broad curriculum divided into computer science, creative media, and digital literacy. At KS3, students receive weekly lessons covering essential computing skills, while KS4 offers optional qualifications in GCSE Computer Science and Creative iMedia. The curriculum emphasizes hands-on projects, programming, and safe technology use, preparing students for further studies in computing at KS5.

Uploaded by

namrah.erum
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Key Stage 3 and 4 Computing Curriculum

Statement of Intent
We study computing because it is important economically, socially and culturally. Our
curriculum aims to empower children to be active producers of technology rather than passive
consumers. We deliver a broad curriculum that is divided into three strands incorporating
computer science, creative media and digital literacy. Computer science is about understanding
how computers work. This includes writing code and developing computational thinking skills.
Creative media is concerned with creating products such as graphics, animations and websites
using multimedia applications. Digital Literacy is using technology in a functional and safe way
and consists of the basic skills that we all need to be able to participate fully in the digital world
which includes using and communicating with technology in a safe and appropriate way.

The Curriculum
We deliver the broad three strand curriculum that is relevant, inclusive and engaging for all
students at KS3 with 1 lesson per week. We offer two non-mandatory qualifications at KS4.
These are the AQA GCSE computer science and OCR Creative iMedia qualifications.
Consequently, we deliver the KS4 curriculum in computing in other subjects namely
mathematics, science and English. At KS5 we deliver the AQA A level specification in computer
science.

KS4 National Curriculum in Computing

GCSE computer science


• Algorithms
• Programming
• Data Representation
• Computer Systems
• Computer Networks
• Cyber Security
• Ethical, legal and social consequences of technology
• Software Development
KS3 Computing Curriculum

Creative iMedia
• Pre-production skills
• Creating digital graphics
• Creating a Website
• Creating animation/film/sound

National Curriculum CVC mapping

develop their capability, creativity and Science:


knowledge in computer science, • Filming waves in solids and liquids
digital media and information • Data loggers -light gates measure final speed of
technology trolley down a ramp
• Temperature probes over time - Collect data and
input into spreadsheets to create graphs

English:
• Use IT for consolidating end of unit. This can be
through Prezi presentations, and films with
recorded poetry for instance.
• CE day activity

PSHE
• Writing CV and covering letters

develop and apply their analytic, Maths: flowcharts, iterative methods


problem-solving, design, and
computational thinking skills

understand how changes in Assemblies on e-safety with follow up during tutor


technology affect safety, including time
new ways to protect their online
privacy and identity, and how to
identify and report a range of
concerns

The KS4 curriculum is delivered through English, mathematics and science because not all
pupils opt for either computer science or iMedia at KS4.
KS3 Computing Curriculum

KS3 National Curriculum in computing


design, use and evaluate computational abstractions that Year 7: Sequencing
model the state and behaviour of real-world problems and Use Flowol which is flow chart software for
physical systems modelling traffic lights, temperature control and
various other systems
Year 9: Spreadsheet modelling

understand several key algorithms that reflect Unplugged activities


computational thinking [for example, ones for sorting and Linear search
searching]; use logical reasoning to compare the utility of Binary search
alternative algorithms for the same problem Compare linear and binary search
Bubble sort
use two or more programming languages, at least one of Year 7 Scratch: input, output, variables,
which is textual, to solve a variety of computational selection, iteration, concurrency, lists, broadcast
problems; make appropriate use of data structures [for Logo to draw shapes
example, lists, tables or arrays]; design and develop modular Use functions in BYOB
programs that use procedures or functions Python: input, output, variables, selection,
iteration, lists

understand simple Boolean logic [for example, AND, OR and Boolean logic in searching
NOT] and some of its uses in circuits and programming; Unplugged Boolean login and creating circuits
understand how numbers can be represented in binary, and Binary conversion
be able to carry out simple operations on binary numbers
[for example, binary addition, and conversion between
binary and decimal]

understand the hardware and software components that Year 7 hardware and software: inputs,
make up computer systems, and how they communicate processing, output, storage
with one another and with other systems Year 9: Unplugged networking activities

understand how instructions are stored and executed within Unplugged activities around:
a computer system; understand how data of various types ASCII
(including text, sounds and pictures) can be represented and Sound
manipulated digitally, in the form of binary digits Pictures

undertake creative projects that involve selecting, using, and Create TV adverts – sound, video and images
combining multiple applications, preferably across a range footage.
of devices, to achieve challenging goals, including collecting Collecting data for database.
and analysing data and meeting the needs of known users

create, re-use, revise and re-purpose digital artefacts for a Photoshop, and other multimedia for movie
given audience, with attention to trustworthiness, design making, sound
and usability

understand a range of ways to use technology safely, E-safety – Through lessons and through
respectfully, responsibly and securely, including protecting assemblies.
their online identity and privacy; recognise inappropriate
content, contact and conduct and know how to report
concerns
KS3 Computing Curriculum

Program of study 2019-2020

Year 7 Year 8 Year 9


AUP, login and email Spreadsheets 1 Spreadsheets 2
Go4schools and introduction to
Autumn 1

network
Baseline test (Assessment 1)
E-safety – Create poster
Research skills

Bebras (Assessment 2) Bebras Bebras


Autumn 2

History of computers - Databases Python 2


PowerPoint skills - (Assessment
3)

Inputs and Outputs - Desk Top Python 1 Algorithms and data


Spring 1

Publishing (Assessment 4) representation

Sequencing with Flowol Animation BYOB


Spring 2

Logo Programming Websites Product launch using multimedia –


Summer 1

images - poster

Scratch Advertising campaign using Film advert


Summer 2

multimedia – Making radio


advert
KS3 Computing Curriculum

Year 7
Introduction to computing
Introduces the basic concepts and tools to new pupils.
Lesson Topic Curriculum reference
1 Expectations understand a range of ways to
Acceptable use policy use technology safely,
Login to network respectfully, responsibly and
securely, including protecting
2 Email their online identity and privacy;
Go4Schools recognise inappropriate content,
contact and conduct and know
3 Baseline test how to report concerns

4 Files and folders

5 E-safety and DTP

6 E-safety and DTP

7 Write letter to head teacher about E-safety

History of computing
Pupils learn about the history of computing and use presentation software for different audiences

7 Effective searching create, re-use, revise and re-


purpose digital artefacts for a
8 Research and Identifying suitable sites given audience, with attention to
trustworthiness, design and
9 Bebras usability

10 History of computing – Researching People

12 History of computing – Researching computers

12 History of computing – Adding in hyperlinks and triggers

13 History of computing - Audience

14 History of computing – evaluating and making


improvements
KS3 Computing Curriculum

Input, Processing and Outputs


This topic covers hardware, software, input, processing, storage and output and also covers wired and wireless
networking
15 Hardware and software understand the hardware and
Inputs and Outputs software components that make
up computer systems, and how
16 Processing and storage they communicate with one
another and with other systems
17 Wired and wireless networking
create, re-use, revise and re-
18 Create a brochure – on inputs / outputs processing and purpose digital artefacts for a
storage / networking given audience, with attention to
trustworthiness, design and
19 Create a brochure usability

20 Create brochure

Sequencing

Algorithms and flow diagrams using Flowol

National Curriculum Link: design, use and evaluate computational abstractions that model the state and
behaviour of real-world problems and physical systems

1 Introduction to flowcharts
• Explain what an algorithm is
• Create flowcharts

Starter: write down the steps for getting up in the morning

Teacher explanation:
What is an algorithm?
Introduction to flowcharts and flowchart symbols

Paper exercise put together a flowchart for making a cup of tea using the cards.

Task create a flowchart for getting up in the morning

Task: create a flowchart for adding two numbers

Extension task: Create flowchart for thermostat control

2 Processing and loops


• Create flow diagrams that has processing and loops

Starter: Use the cards to identify a sequence for a set of traffic lights
KS3 Computing Curriculum

Teacher demonstration: Introduction to Flowol software


Tasks create sequences for the following:
• Zebra crossing
• school crossing
• traffic lights

Plenary: Show exemplar student to the whole class

23 Input, concurrency and decisions


Pelican crossing, traffic lights

24 Decisions
Lighthouse, house control, greenhouse

25 Subroutines

Scratch
Introduction to programming concepts using Scratch

26 Input and outputs use two or more programming


languages, at least one of which is
27 Sequencing traffic lights textual, to solve a variety of
computational problems; make
28 Selection appropriate use of data structures
[for example, lists, tables or
29 Loops; drawing shapes arrays]; design and develop
modular programs that use
procedures or functions
30 Assessment: Draw a complex scene use all techniques,

31 Concurrency and broadcasting

32 Applying programming concepts to create game

33 Applying programming concepts to create game


KS3 Computing Curriculum

Logo
Logo is a gentle introduction to text-based programming.
34 Drawing shapes use two or more programming
Calculating angles languages, at least one of which is
textual, to solve a variety of
35 Using repeat command computational problems; make
Creating and using procedures appropriate use of data structures
[for example, lists, tables or
36 Calling user defined procedures within procedures arrays]; design and develop
Using colours modular programs that use
Drawing shapes with colours procedures or functions
Draw patterns, flags,

37 Using procedures with parameters

38 Assessment: Draw a complex scene use all techniques


KS3 Computing Curriculum

Year 8
Spreadsheets
1 Cell referencing and formatting undertake creative projects that involve
selecting, using, and combining multiple
2 Formatting and sorting applications, preferably across a range
of devices, to achieve challenging goals,
3 Formulas including collecting and analysing data
BODMAS and meeting the needs of known users
4 Functions
=MIN()
=MAX()
=AVERAGE()
=SUM()

5 More functions
=COUNT()
=COUNTA()
=COUNTBLANK()
=COUNTIF()

6 IF statements

7 Charts
Consolidation
Assessment

Databases
8 Data Types undertake creative projects that involve
Collect data on minibeasts selecting, using, and combining multiple
applications, preferably across a range
9 Enter in data on minibeasts into table of devices, to achieve challenging goals,
Create a form including collecting and analysing data
Enter in data on minibeasts into table and meeting the needs of known users

10 Carry out queries on the database using SELECT

11 Create Top Trumps cards using a report

12
Evaluation and contingency
KS3 Computing Curriculum

Python 1
13 Output use two or more programming
languages, at least one of which is
14 Input textual, to solve a variety of
computational problems; make
15 Arithmetic, relational and Boolean operators appropriate use of data structures [for
example, lists, tables or arrays]; design
16 Assignment and data types and develop modular programs that use
procedures or functions
17 Selection: If statements Create a quiz

18 For loops: drawing shapes using turtle.

19 More on for loops for drawing shapes

Animation
20 What is animation create, re-use, revise and re-purpose
Create simple frame-by-frame animation digital artefacts for a given audience,
with attention to trustworthiness,
21 Layering design and usability

22 Motion tweening

23 Shape tweening

24 Create animation

25 Create animation

26 Review, evaluate and improve animation

Website
27 Introduction to HTML undertake creative projects that involve
selecting, using, and combining multiple
28 More HTML applications, preferably across a range
of devices, to achieve challenging goals,
29 Create 1 page of website including collecting and analysing data
and meeting the needs of known users
30 Create buttons and graphics for website

31 Complete remaining 3-4 pages

32 Review, evaluate and improve website


KS3 Computing Curriculum

Advertising campaign - Sound


33 How is sound represented in a computer create, re-use, revise and re-purpose
Introduction to Audacity digital artefacts for a given audience,
Edit Dr Who / Beawolf clips with attention to trustworthiness,
design and usability
34 Listen to some radio advertisements and analyse
Write a script for a radio advertisement to advertise undertake creative projects that involve
your product. Include time line, sound effects, music selecting, using, and combining multiple
and so on applications, preferably across a range
of devices, to achieve challenging goals,
35 Complete the script including collecting and analysing data
Collect and edit artifacts for creating the radio. and meeting the needs of known users
Make recording, collect music

36 Edit the artifacts to produce a 30 second radio


advertisement

37 Edit the artifacts to produce a 30 second radio


advertisement

38 Present advert to the whole class and evaluate

Year 9
Spreadsheets 2
1 Review of spreadsheet 1 unit and recap ideas from undertake creative projects that involve
there. selecting, using, and combining multiple
applications, preferably across a range
2 Review and absolute cell referencing of devices, to achieve challenging goals,
including collecting and analysing data
3 Use of LOOKUP tables and meeting the needs of known users

4 Application of list function design, use and evaluate computational


abstractions that model the state and
5 Conditional formatting behaviour of real-world problems and
physical systems
6 Spreadsheet modelling

7 Spreadsheet modelling and Goal seek

8 Assessment
KS3 Computing Curriculum

Python 2
This follows on from Python studies in Year 8. We spend some time revising work from the Year 8 sow before
progressing on to new programming concepts
9 Recap: input and output use two or more programming
languages, at least one of which is
10 Recap: assignment, operators and selection textual, to solve a variety of
computational problems; make
11 Recap FOR loops appropriate use of data structures [for
While loops example, lists, tables or arrays]; design
and develop modular programs that use
12 1-D lists procedures or functions

13 Functions

14 Application of techniques using EasyGui

15 Application of techniques using EasyGui

Algorithms and data representation


This unit can be delivered unplugged.

16 Binary denary conversion


understand simple Boolean logic [for
17 Character coding example, AND, OR and NOT] and some
of its uses in circuits and programming;
18 Bitmap graphics understand how numbers can be
represented in binary, and be able to
19 Vector graphics carry out simple operations on binary
numbers [for example, binary addition,
20 Sound and conversion between binary and
decimal]
21 Fetch execute cycle
understand several key algorithms that
22 Boolean logic gates reflect computational thinking [for
example, ones for sorting and
23 Boolean logic gates searching]; use logical reasoning to
compare the utility of alternative
24 Searching algorithms algorithms for the same problem

25 Sorting algorithms

Product design- BYOB


26 Recap of Scratch features use two or more programming
languages, at least one of which is
KS3 Computing Curriculum

27 Create jumping frog game that makes use of textual, to solve a variety of
functions. computational problems; make
28 Create jumping frog game that makes use of appropriate use of data structures [for
functions. example, lists, tables or arrays]; design
and develop modular programs that use
29 Introduction to product launch event procedures or functions
Design and create own game

30 Design and create own game

31 Design and create own game

Product design Images


32 Show how to use some features of photoshop create, re-use, revise and re-purpose
digital artefacts for a given audience,
33 Create a poster for the game with attention to trustworthiness,
design and usability
34 Create some images from the game
undertake creative projects that involve
35 Create a DVD case for the game selecting, using, and combining multiple
applications, preferably across a range
of devices, to achieve challenging goals,
including collecting and analysing data
and meeting the needs of known users

Product design – TV advert


36 Crate a TV ad for the game. create, re-use, revise and re-purpose
Include screenshots and gameplay screencasts digital artefacts for a given audience,
with attention to trustworthiness,
37 Create a TV ad for the game design and usability
Include sound, music, effects and voiceover if
needed undertake creative projects that involve
selecting, using, and combining multiple
38 Final preparation for the launch event applications, preferably across a range
of devices, to achieve challenging goals,
including collecting and analysing data
39 Launch event and meeting the needs of known users
KS3 Computing Curriculum
KS3 Computing Curriculum

References
Department for Education, 2013, Computing programmes of study: key stages 3 and 4 National
Curriculum in England.
KS3 Computing Curriculum

Annex 1 - Computing across the curriculum at CVC


Subject/department Application Purpose Approx. Year
number of groups
lessons
Statistics Spreadsheet Calculating various statistical 5-10 Year 10
functions with real data sets, (after
e.g. standard deviation, school
correlation (Spearman’s rank), option)
averages, quartiles etc
Geography ArcGIS KS3
DT 2D design Technical drawing in 2D and 3D, KS3,4,5
Photoshop graphics
Google Sketchup
Microsoft Illustrator
InDesign

PSHE Word Writing letters and CV for 2 KS4


careers

Business Office applications Word, presentations,


spreadsheets for financial
forecasting

Photography Photoshop on PC and Creating graphics and editing Most KS4


snapseed app photographs lessons
across yr
10 and 11

Photography A Level Photoshop and Editing and presenting All year 12 12/13
powerpoint and yr 13
lessons

Photography project Snapseed app on Yr 9 photog intro to editing 8 9


yr 9 ipads/phone

Art Stop frame app Animation skills 8 8


Animation project

Music Technology GarageBand / Music editing KS3-KS5


Logic pro, apple mac,
Sibelius

PE Dartfish / Apple iPad Video analysis

Hosand, HR monitors
and server
KS3 Computing Curriculum

Annex 2 - Digital Literacy


Can be delivered as standalone lessons or embedded throughout program.

Curriculum Links
Functional skills • Writing formal letters Literacy
• Writing formatted reports
• Using spreadsheets for budgeting Financial planning
• Go4Schools
• Login to school network from home
• Organising files and folders
• Cloud computing (we have Google and Microsoft
onedrive)
• backup
• online tools
• collaboration

E-safety • Cyberbullying Resilience


• Recognising and avoiding scams
• Managing your private data online
• Importance of secure login and password
• Computer misuse Act and Hacking

Effective • Implications of negative use of social media Literacy


communication • Using social media in a positive way e.g. for campaigning,
writing reviews
• Different types of communication
• Email, Social media
• Considering appropriate purpose and audience
• Creating and delivering effective presentations

Find and select • Use web for research Research


information • Identify reliable and unreliable websites
• Referencing and acknowledging sources
• Copyright, licenses and plagarism
• Use school library system

Collaboration • Using a variety of tools for collaborative project work. Project


• Wiki Teamwork
• padlet.com
• Googledrive

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