Computing & iMedia

Curriculum Intent

The Computing department provides an engaging and futuristic curriculum which encourages students to develop an interest in, and the skills required, to use the technology around them.  Computing can be hands on and enhances resilience.  It develops problem solving skills and opens student’s eyes to the digital world.  This can engage, enthuse and create a real spark for students.

Computing underpins the digital world our students live in, as technology continues to develop, Computing is at the core of new developments and the careers our students will be seeking.  Our students need to be equipped with the skills to solve problems in technology which do not yet exist.  Whether it’s using the phone in their pocket or launching rockets into space, Computing and technology are at the heart of our student’s world.

Students in Key Stage 3 study a range of Computing, IT and Digital Literacy skills.  Students build on their knowledge for each of these strands as they progress through each year. Each unit includes a formal or practical assessment.  We follow a curriculum developed by the National Centre for Computing Education, who are funded by the Department of Education and run by a consortium made up of STEM Learning, Raspberry Pi and the British Computing Society. 

Students in Key Stage 4 have the opportunity to choose between GCSE Computer Science or a Level 2 Certificate in Creative iMedia. Students studying GCSE Computer Science study Computational Thinking, Data, Inside the Computer, Networks, Issues and Impact as well as learning the practical application of Python programming.  For those students studying iMedia, the course offers the opportunity to learn a range of creative software while analysing existing products, planning, creating and evaluating a range of digital products.

Students are taught in mixed ability sets in Key Stage 3 and 4. The curriculum is designed to be inclusive and allow all students, whatever their needs, to make maximum progress. Teachers differentiate work to support and challenge all students in the classroom. To ensure lessons are engaging teachers employ a range of strategies such as pair and group work, interactive resources, questioning and real-life examples. Successful students have a desire to learn and interest in the technology around them.  We focus on positives, such as effort and attainment, which are always celebrated.

The Computing department offers Key Stage 3 Computing Club undertaking a range of activities and projects to enhance skills and knowledge learnt in the classroom. At Key Stage 4 students have access to after school support to review classwork and develop their understanding of the topics covered. We work closely with local organisations and when possible arrange for students to visit real life work places often including practical workshops linked to their program of study.

Within Computing, we work hard to ensure students have the essential skills and knowledge to equip them with the transition from Key Stage 3 to Key Stage 4, as well as from Key Stage 4 to their next steps in education.  In addition, we ensure that students leave school with the digital literacy skills required to secure future employment and interact with the technological world around them.

There are two full time and one part time Computing teachers, all of whom are subject specialists. The faculty consists of five dedicated Computing suites all equipped with enough desktop computers for students to work independently on their own computer. Every room has an interactive Smartboard, air conditioning and both colour and black and white printers.

Curriculum Overiew - Computing

 

 

Autumn 1

Autumn 2

Spring 1

Spring 2

Summer 1

Summer 2

 

Year 7

 

Using Computers Safely

 

Digital Literacy Project

Computational Thinking

Introduction to Scratch

Digital Literacy

Project

 

Year 8

 

Online Safety

Understanding Computers

Networks

 

Advanced Scratch

Computer Crime and Cyber Security

 

Year 9

 

Digital Forensics

Graphics

Graphics

Introduction to Python

Introduction to Python

Websites

 

 

Year 10

Topic 6 – Python Programming

Topic 6 – Python Programming

 

Topic 6 – Python Programming

Topic 2 Data

Topic 3 Computers

Topic 3 Computers

 

Year 11

Topic 5 – Issues and Impacts

Topic 4 - Networks

 

Topic 1 – Computational Thinking

Exam Practice and Revision

Exam Practice and Revision

 

 

Curriculum Overiew - iMedia

 

Y10

iMedia

 

R094 – Visual Identity and Digital Graphics

 

R093 - Creative iMedia in the media industry

 

Year 11

R097 Interactive Digital Media

R093 – Creative iMedia in the iMedia Industry

 

 

GCSE Computer Science Specification

Subject Leader:

Ms Fenton-Hall

Contact:

jfenton@sunburymanor.surrey.sch.uk

Exam Specification:

Pearson Edexcel Level 2 GCSE (9 - 1) in Computer Science (1CP2)

QN Code:

601/8058/4

Summary of course content

This course is assessed through 2 units of work over 2 years.  Upon completion students will gain the GCSE in Computer Science.

Unit 1: Principles of Computer Science

This unit covers the body of knowledge about computer systems including understanding algorithms, data, hardware, software, computer systems, characteristics of programming languages and networks.  It will explore the impact of Computer Science in a global context through the study of the ethical, legal, cultural and environmental concerns associated with digital technology.

 

Unit 2: Application of Computational Thinking

 

  • This unit covers algorithms and programming, learning about programming techniques, how to produce robust programs, Boolean logic, programming languages and Integrated Development Environments. Learners will become familiar with computing related mathematics.

Assessment

Unit 1: Computer systems

1hr 30 min written paper (50% of the qualification)

This question paper is made up of multiple-choice questions, short questions, medium questions and extended response questions.  This paper will includes questions that target computer-related mathematics at Level 2 (GCSE).

 

Unit 2: Computational thinking, algorithms and programming

2hr practical paper (50% of the qualification)

This is a practical paper completed on a computer.  The questions are practical in nature and require students to design, write, test and refine programs in order to solve problems.  Student will complete this assessment onscreen using their Integrated Development Environment of choice using the Python programming language.

What type of activities take place in lessons?

Independent, paired and group activities.

Research via the internet and books.

Teacher led activities.

What type of homework tasks will be set?

Homework tasks will involve flipped learning and exam style revision.

How will it help me in the future?

GCSE Computer Science will enable students to work in ANY industry in the future.  It will also enable students to develop their understanding of current and emerging technologies and how they work. Students will look at algorithms in computer programs, develop computer programs to solve programs, evaluate the effectiveness of computer programs\solutions and the impact of computer technology upon society.  The program language used is Python.  This course provides a natural progression onto A Level Computer Science; Cambridge Technicals in Digital Media; Cambridge Technicals in IT or Level 2/ Level 3 Apprenticeship.

How will this course build on what I have studied in Year 9?

At key stage 3 students gained skills in computer hardware, computer software, computer systems, number systems and coding in visual and textual languages.  Additionally students gained Digital Literacy and ICT skills.  This course consolidates all of these skills.

What skills will I develop?

Students will develop critical thinking, analysis, problem solving and computational thinking skills, which can be transferred to a variety of subjects and situations in everyday life.

 

Cambridge National Certificate in iMedia Specification

Subject Leader:

Ms J Fenton-Hall

Contact:

jfenton@sunburymanor.surrey.sch.uk

Exam Specification:

OCR Cambridge National Certificate in iMedia – Level 2 J834

QN Code:

603/7090/7

Summary of course content

This course is assessed through three units of work over two years.  Upon completion students will gain the Cambridge Nationals Certificate in Creative iMedia qualification.  

 

Unit R093 – Creative iMedia in the Media Industry

This unit will enable you to understand the sectors, products and job roles that form the media industry. You will learn the legal and ethical issues considered and the processes used to plan and create digital media products. You will learn how media codes are used within the creation of media products to convey meaning, create impact and engage audiences. You will learn to choose the most appropriate format and properties for different media products. Completing this unit will provide you with the basic skills for further study or a range of creative job roles within the media industry.  This unit is externally assessed through an OCR set and marked 1 hour 30 minute exam.

 

Unit R094 – Visual Identity and Digital Graphics

In this unit you will learn how to develop visual identities for clients. You will also learn to apply the concepts of graphic design to create original digital graphics which incorporate your visual identity to engage a target audience. Completing this unit will introduce the foundations for further study or a wide range of job roles within the media industry.  This unit is externally moderated by the OCR exam board.

 

Unit R097Interactive Digital Media

In this unit you will learn to design and create interactive digital media products for chosen platforms. You will learn to select, edit and repurpose multimedia content of different kinds and create the structure and interactive elements necessary for an effective user experience. Completing this unit will provide you with the basic skills for further study or a range of creative and technical job roles within the media industry. This unit is externally moderated by the OCR exam board.

Assessment

Unit R093 – Creative iMedia in the Media Industry

This is assessed through a 1 hour 30-minute written paper.  Part A includes multiple choice and short answer questions.  Part B includes short answer and extended response questions.  All part B questions relate to a single scenario.  This exam makes up 40% of the final qualification grade.

 

Unit R094 – Visual Identity and Digital Graphics

This set assignment contains two practical tasks. This assignment makes up 25% of the final qualification grade.

 

Unit R097Interactive Digital Media

This set assignment contains two practical tasks This assignment makes up 35% of the final qualification grade.

What type of activities take place in lessons?

Independent activities.

Research via the internet and books.

Teacher led activities.

What type of homework tasks will be set?

Homework tasks will involve research and revision activities.  

How will it help me in the future?

The Cambridge Nationals in Creative iMedia will equip learners with a range of creative media skills and provide opportunities to develop, in context, desirable, transferable skills such as research, planning, and review, working with others and communicating creative concepts effectively. Through the use of these skills, learners will ultimately be creating fit-for-purpose creative media products. The qualification’s hands-on approach has strong relevance to the way young people use the technology required in creative media. Learners can progress to Level 3 qualifications such as the Diploma in iMedia.

How will this course build on what I have studied in Year 9?

In key stage 3 students have gained skills and knowledge in graphics and interactive products.  Students have also learnt about target audience and ensuring that products are fit for purpose.  Additionally, students gained Digital Literacy and ICT skills.  This course builds on and consolidates all these skills.

What skills will I develop?

Students will further develop their understanding of analysing existing media products, planning, creating and evaluating their own media products as well as developing the theoretical and practical aspects of digital graphics and interactive products.