Computer Science

Computing Curriculum

KS2 pupils should be taught to:

* Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts

* Use sequence, selection, and repetition in programs; work with variables and various forms of input and output. Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs

* Understand computer networks including the internet; how they can provide multiple services, such as the world wide web; and the opportunities they offer for communication and collaboration

* Use search technologies effectively, appreciate how results are selected and ranked, and be discerning in evaluating digital content

* Select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information

* Use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact..

Year 5

Communication and Networks

Student Learning Platform – Students are initially introduced to the school network and cloud computing learning platform. This includes the use of their new Office 365 logon, emails, OneDrive, and online Microsoft Office suit.

E-safety

Students are given a fun and insightful look into e-safety. As a school we want students to enjoy the online world, and are given the learning to identify acceptable and unacceptable behaviours and how to report these.

Learning includes:

Passwords

Students learn how to create secure passwords in order to protect their private information and accounts online. Students learn tips for creating safe passwords. They explore scenarios in which two characters choose passwords, and they use the tips they have learned to create secure new ones for those characters. They then create posters to communicate password tips to their families and other students.

Digital Citizenship

Students will establish group norms to create a positive online community that promotes responsible and respectful digital behavior within their classroom. Students collaborate in creating a digital citizenship pledge outlining their collective social norms for exploring in and interacting with the digital world

Cyber-Bullying

Students will be able to apply knowledge of internet and mobile phone safety to support positive online experiences.

Digital Images

Students begin to form an understanding of how digital image can affect our lives and what implication inappropriate images might have in society.

Digital Literacy and Communication

Organisation

Students are taught to understand how to organise files sensibly on a computer, why this is important and be able to submit work to the teacher.

Microsoft Word

Students use Microsoft word skill to create their school timetable, using various formatting skills to enhance the appearance of this.

Students use and develop skills in typing and literacy to correctly lay out a formal business letter using Microsoft Word.

Microsoft Power Point

Students create a presentation to suit different audiences using PowerPoint. Their focus is on school information where they learn more about the school whilst completing their Power Point. They further develop their skill to use transition, animations and internal hyperlinks.

Microsoft Excel

Students are introduced to Excel, creating spreadsheets, and adapting these to suit their needs. They investigate the use of formulas and functions with data collection.

Algorithms, Programming and Data Representation

Student use a fun and interactive platform that guides them through the beginning of their computer science and computational thinking aspects of computing.

Students create programs with loops, events, and conditionals and write algorithms for everyday tasks. They will translate their names into binary, investigate different problem-solving techniques, and discuss societal impacts of computing. By the end of the curriculum, students create interactive games or stories they can share. The complexity and depth of topics discussed are scaffolded appropriately to provide all students a rich and novel experience.

Year 6

With Year 6 students having additional support in preparation for their SATS, the Computing curriculum has been compressed to ensure the main areas of the curriculum are covered. The Computing schemes of work also have strong links to Maths and English, to add to this support.

Networks and Communication

Students begin the year getting back onto the learning platform, resetting passwords and ensuring they keep their details safe and secure.

E-safety

Keeping Things Private

We start to look at how personal information is personal, and the importance of keeping things private whilst online. Students look at apps and games that have public profiles.

Talking Safely Online

Students learn that, while people can develop rewarding friendships online, they should be cautious with online-only friends and never reveal private information without asking a parent or trusted adult for permission. They discuss the difference between online and in-person friendships, explore an online chat scenario, and complete and sign a checklist for safe online chatting.

Super Digital Citizen

Students explore what it means to be responsible and respectful to their offline and online communities as a step toward learning how to be good digital citizens. They create digital superheroes who exhibit exemplary attributes and are able to solve digital dilemmas in a responsible way.

Digital Literacy

Excel Advancements

Students use Excel to create spreadsheets that explore mathematical problems based around the design of a theme park to find out whose makes the most profit.

They move onto using Excel and mathematical formulas to create tables and graphs from data. Further investigations explore how different types of graphs are manipulated by data.

Programming and development

Kodu Game Creation

In this unit of work, pupils will develop their understanding of how computers can simulate physical systems by creating games with 3D lifelike environments. They will design landscapes with a variety of terrain and then program sprites to move around the landscapes, interacting with other objects and the terrain itself.

Code Game Labs using Maths

Video games and Coordinate Planes – Students reverse-engineer a simple video game into a series of coordinates, and explore Cartesian space. Once they are comfortable with coordinates, they brainstorm their own games and begin programming simple arithmetic expressions with Evaluation Blocks.

Contracts, Strings and Images – Students are introduced to a set-mapping representation for functions, in which the function translates points from a Domain to a Range. Students generalise their understanding of functions to include Strings and Images

Defining Functions – Students define values of various types, as well as linear functions.

The Design Recipe – Students are introduced to the process for deriving functions from Word Problems using worked-through examples, called the Design Recipe.

Game Animation – Students solve Word Problems that describe animation, and define functions that map character positions in their game from one frame to the next.

Boundary Detection – Students discover Boolean types and inequalities in the plane, and use them to create programs that test locations of a character on the screen. They then solve Word Problems that deal with Boundary-Detection, writing code to detect when a character has gone off-screen.

Piecewise Functions – Students use geometry and conditional branching to move their player characters in response to key-presses. The Word Problem for key-events describes a function that behaves differently under different sub-domains, requiring students to learn about Piecewise Functions

Collision Detection – Students derive, discuss, and prove the Pythagorean Theorem, then use this theorem—in conjunction with Booleans—to detect collisions in their games.

Animation with MonkeyJam

Students get creative with stop motion animation. MonkeyJam is a digital penciltest and stopmotion animation program. It is designed to let you capture images from a webcam, camcorder, or scanner and assemble them as separate frames of an animation.

KS3 pupils should be taught to:

* Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems

* Understand several key algorithms that reflect computational thinking, such as ones for sorting and searching; use logical reasoning to compare the utility of alternative algorithms for the same problem

* Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures such as lists, tables or arrays; design and develop modular programs that use procedures or functions

* Understand simple Boolean logic (such as AND, OR and NOT) and some of its uses in circuits and programming

* Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems

* Understand how instructions are stored and executed within a computer system; understand how data of various types (including text, sounds and pictures) can be represented and manipulated digitally, in the form of binary digits

* Understand and use binary digits, such as to be able to convert between binary and decimal and perform simple binary addition

* Undertake creative projects that involve 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

* Create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usability

* Understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns.

Year 7

Networks and Communication

Students begin the year getting back onto the learning platform, resetting passwords and ensuring they keep their details safe and secure.

E-safety

Speed Friending

A lively role-playing activity which explores the nature of ‘friendship’ on social media, identifies risks and highlights ways to socialise safely online.

Things You See Online

In small groups, young people explore the short- and long-term impact of a range of online content on their peers’ thoughts and feelings

Your Digital Tattoo

A discussion-based activity in pairs and as a whole group, introducing young people to the concept of their ‘digital tattoo’ (or ‘digital footprint’) and ways to manage it.

Codebreaker

A detective activity in which young people try to guess the passwords set by fictional characters.

Selfies: Exposed

Young people watch and discuss the film Exposed, and then write advice for the main character, Dee, whose naked selfie has been shared on social media.

Private Pics Go Public

Young people analyse a fictional news story in which nude pictures of a 17 year old star are leaked to the media.

When Chat Goes Wrong

A structured discussion activity in which young people analyse a fictionalised chat between a young person and someone who is seeking to sexually exploit and blackmail them. This hard-hitting activity gives young people insight into the online behaviour of some sex offenders in order to help them identify early warning signs, and know how to get help if they need it.

Web Awareness

This scheme of work will give learners an understanding of the fundamentals of the World Wide Web. Through a series of eight lessons learners will learn how the Web works, how to be safe and responsible online, gain an understanding of ethical issues surrounding the use of the Web and also look at security risks and how they can be prevented. The scheme of work finishes with students creating their own basic web pages using a combination of HTML and CSS.

What are Computers?

This scheme of work will give learners an understanding of the key components that make up a computer system, including inputs and outputs and hardware. In additional they will be introduced to binary and how to convert between binary and denary numbers and will gain a basic understanding of computer networks and operating systems. They will also look at health and safety issues surrounding the use of computers.

Code Creations with micro:BIT and TouchDevelop

*NEW UPDATE IN CURRICULUM

Students have hands on experience of building code to create visual outcomes. This project continues their text based code learning by using hardware and software conjointly. The BBC micro:bit is a pocket-sized codeable computer with motion detection, a built-in compass and Bluetooth technology.

A collaboration between 29 partners, the BBC micro:bit is the BBC’s most ambitious education initiative in 30 years, with an ambition to inspire digital creativity and develop a new generation of tech pioneers.

The UK currently faces a critical skills shortage in the technology sector and the BBC and partners aim to help change that.

In the 1980s, the BBC Micro introduced many children to computing for the first time and the BBC micro:bit, part of the BBC’s Make it Digital initiative, will build on the legacy of that project for the digital age.

It aims to inspire young people to get creative with digital and develop core skills in science, technology and engineering.

Year 8

Networks and Communication

Students begin the year getting back onto the learning platform, resetting passwords and ensuring they keep their details safe and secure.

E-safety

Revisit – Online Friends

Students recall previous learning from Year 7. While acknowledging the benefits of online talk and messaging, students recall vital key understanding on how to handle situations or online behaviour which may make them feel uncomfortable.

Plagiarism

Pupils will discuss types of plagiarism and learn strategies to avoid plagiarising.

Copyright

Pupils will begin to understand how to respect copyright online.

Which me should I be?

Students learn that presenting themselves in different ways online carries both benefits and risks.

Creative Projects – Digital Literacy and Design

Grand Designs

This scheme of work aims to teach learners how to plan and carry out a project while applying a variety of IT skills, such as 3D modelling, spreadsheet modelling and presentation skills. Learners will plan their project by using a Gantt chart, design a house using Google SketchUp, calculate the expenditures of the project using Excel then produce a presentation to explain why their house should be built. The topic finishes with an evaluation of the work produced.

Programming and Code Language

HTML and CSS review

Students revisit their previous learning.

HTML is the foundation behind all web pages. It’s used to add structure and form to text, images, and more. CSS is the language used to style HTML content. In this first course, you’ll learn the fundamentals of both languages so that you can create visually appealing web pages.

Building Websites

You’ll build four simple websites using web development fundamentals, including HTML5/CSS3 and Bootstrap. You’ll learn to understand and modify the structure of basic website, as well as how to change the way a page looks and is laid out.

Everything you see in a website is a result of the combination of HTML and CSS. With these two languages, you will have the skills you need to bring your website design to life. Jumpstart that vision by using Bootstrap, a popular library that allows you to create beautiful, responsive pages with very little time and experience.

Python Education

This course is a great introduction to both fundamental programming concepts and the Python programming language. By the end, you’ll be familiar with Python syntax and you’ll be able to put into practice what you’ll have learned in a final project you’ll develop locally.

Python is a general-purpose, versatile and popular programming language. It’s great as a first language because it is concise and easy to read, and it is also a good language to have in any programmer’s stack as it can be used for everything from web development to software development and scientific applications.

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