ICT, Computing and Media Studies KS1 - KS4

KS1 and KS2 Computing

At Heyford Park School, we aim to prepare our students for their future by giving them the opportunities to gain knowledge and develop skills that will equip them for an ever-changing digital world. Knowledge and understanding of ICT is of increasing importance for children’s future both at home and for employment. Our knowledge-based computing curriculum focuses on a clear progression of skills and knowledge in digital literacy, computer science and information technology and online safety to ensure that children become competent in safely using, as well as understanding, technology.  

Internet Safety (including safe use of social media and gaming) is a frequently visited part of the curriculum and links with internet safety taught in the wider school curriculum, including through our PSHE programmes.  

Key strands of the computing curriculum are revisited repeatedly through a range of themes during pupil’s time in both the Primary and Secondary School; this ensures that learning is embedded and skills are successfully developed. Our intention is that Computing also supports children’s creativity and cross curricular learning to engage children and enrich their experiences in school. We encourage staff to try and embed computing across the whole curriculum to make learning creative and accessible. We aim for our pupils to be fluent with a range of tools to best express their understanding and expect that by Upper Key Stage 2, pupils have the independence and confidence to choose the best tool to fulfil the task and challenge set by teachers. 

Click here to read the KS1 and KS2 Primary Computing Curriculum

KS3 Computing

In today’s digital world, computer science has become a key subject for youngsters to learn. To be informed and empowered citizens, students need to understand the digital world they live in. Our curriculum enables students to gain a knowledge of computing, experience and develop computational thinking, and develop programming skills from Key Stage 3.

Year 7

Term 1.1
01. Ethics Awareness

 

Term 1.2
02. Binary/Denary

Term 2.1
03. Python Turtle

 

Term 2.2
04. Digital Imagery

Term 3.1
05. Python Programming

 

Term 3.2
 06. Spreadsheets

Year 8

Term 1.1
01. Internet awareness Cyberbullying

Term 1.2
02. Programming with Python Pt2

Term 2.1
03. Animation

 

Term 2.2
04. Binary and ASCII

Term 3.1
05. Interactive Presentation

Term 3.2
 06. Relational Database

Year 9

Term 1.1

01. Online Behaviour & Consequences

 

Term 1.2

02. Logic Circuit and Boolean Expressions

Term 2.1
03. Movie Maker

 

Term 2.2
04. Python Programming Pt3


 

Term 3.1
05. The Internet

 

Term 3.2
06. Computer Networks and Data Communication

 

Digital Information Technology BTEC (KS4 only)

There are three components which focus upon the assessment of knowledge, skills and practices. These are all essential to developing a basis for progression and, therefore, learners need to achieve all components in order to achieve the qualification.

The Award gives learners the opportunity to develop sector-specific knowledge and skills in a practical learning environment. The main focus is on four areas of equal importance, which cover the:

• development of key skills that prove your aptitude in digital information technology, such as project planning, designing and creating user interfaces, creating dashboards to present and interpret data

• process that underpins effective ways of working in digital information technology, such as project planning, the iterative design process, cyber security, virtual teams, legal and ethical codes of conduct

• attitudes that are considered most important in digital information technology, including personal management and communication

• knowledge that underpins effective use of skills, process and attitudes in the sector such as how different user interfaces meet user needs, how organisations collect and use data to make decisions, virtual workplaces, cyber security and legal and ethical issues.

Who is this course for?

This Award complements the learning in GCSE programmes by broadening experience and skills participation in different type of performance activities with the opportunity to practically apply your knowledge and skills, through project work such as developing ideas and performing for specific audiences.

‘The Pearson BTEC Level 1/Level 2 Tech Award in Digital Information Technology’, is for learners who want to acquire technical knowledge and technical skills through vocational contexts by studying the knowledge, understanding and skills related to data management, data interpretation, data presentation and data protection as part of their Key Stage 4 learning. The qualification recognises the value of learning skills, knowledge and vocational attributes to complement GCSEs. The qualification will broaden the learners experience and understanding of the varied progression options available to them.

This is a highly academic Award and suitable for those students with a real enthusiasm for developing their digital awareness and understanding.

Computer Science KS4

There are three components that this course currently follows which will allow pupils to look at Computational thinking, problem solving and focusing upon the theory of Computer Science along with a practical programming project. All three components must be completed to achieve the qualification.

What will you learn?

Computer Science is a challenging but exciting GCSE subject for pupils interested not only in computers but also in how to develop solutions to problems using computational thinking. The course has been designed to get students working with real-world programming and provides a good understanding of the fundamental principles of Computing. Students will have five lessons a fortnight of Computer Science and will be entered for a full GCSE. The two-year course comprises of three units. Unit 1 - Theory of Computer Science. Topics in this unit include: fundamentals of computer networks, fundamentals of cyber security and ethical, legal and environmental impacts of digital technology on wider society, including issues of privacy, aspects of software development. It is assessed through a 1 hour and 30 minutes written exam paper, which accounts for 50% of the learner’s final grade. Unit 2 – Computational thinking and problem solving. Topics in this unit include: fundamentals of algorithms, programming, fundamentals of data representation and computer systems. It is assessed through a 1 hour and 30 minutes written exam paper, which accounts for 50% of the learner’s final grade. Both exams are a mix of multiple choice, short answer and longer answer questions based on scenarios.

The third unit is a programming project to allow students to develop their practical skills in a problem-solving context by coding a solution to a given problem and producing a report documenting the development of the solution. The programming project should be completed under 20 hours and does not count towards the learner’s final grade.

 

Interactive Media KS4

(V-Cert)

Examination Board:

NCFE

Assessment:

Internally assessed and externally quality assured portfolio of evidence and externally set question paper/assignment

What will you learn?

Interactive media is the integration of digital media including combinations of electronic text, graphics, moving images and sound into a structured digital computerised environment that allows people to interact with the data for appropriate purposes.

AO1: Knowledge of processes and creative techniques in interactive media.

AO2: Apply skills and ideas to produce interactive media work.

AO3: Evaluation and analysis of the use of interactive media.

 

Who is this course for?

Media is an excellent qualification for students who are interested in the world of media, the qualification requires students to create four portfolios, these will be completed throughout the course, there is no final exam.

What happens when you finish? (Career Pathway)

Media studies graduates typically enter careers in the media, cultural and creative industries. Areas of work include television and radiofilm and video, digital media, computer games, journalism, writing and publishing, PR and media practice.

 

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