Curriculum

COMPUTER SCIENCE &

INTERACTIVE MEDIA

Why study Computer Science?

Computing and computer technology are part of just about everything that touches our lives from the cars we drive and the movies we watch, to the ways businesses and governments deal with us. Understanding different dimensions of computing is part of the necessary skill set for an educated person in the 21st century.

How will I study Computer Science?

Pupils study Computer Science through substantive and procedural knowledge. The curriculum teaches pupils to use computational thinking and creativity to solve problems. Pupils will learn the principles of information and computation, how digital systems work and how to create programs and systems of their own using high-level programming languages. As a result, our pupils will become responsible, competent, confident, and creative users of information and communication technology, with the skills to solve problems, design systems and understand human and machine intelligence. They will learn how to apply the academic principles they learn in the classroom to real-world systems in an exciting and engaging way.

What will I study at Key Stage 3?

Students in KS3 will explore computer systems and digital devices, including both physical and digital components. They will master problem solving through using computational thinking and create algorithms to solve problems. The curriculum introduces students to text-based programming with Python. The lessons form a journey that starts with simple programs involving input and output, and gradually moves on through arithmetic operations, selection, iteration and string manipulation. Students develop essential knowledge on binary representations and how computers translate human interaction. Students are introduced to binary digits and how they can be used to represent text and numbers.

Students go on to develop their understanding of information and digital literacy skills. Students will develop software formatting skills and master spreadsheet skills including the use of formulas and functions. Students look at social engineering techniques used by cybercriminals and how to prevent these threats. This is followed by students exploring the technologies that make up the internet and the World Wide Web.

What will I study at Key Stage 4?

During the GCSE Computer Science course, students will develop an understanding of Computer Science methods in the real world, providing you with a real study of computation and reflection on today’s global world.

Students will study principles of computer science and application of computational thinking. Following on from more visual programming environments, programming skills will be developed further using high-level textual programming languages.

Why study Interactive Media?

Interactive Media products such as websites, apps and interactive kiosks are all a part of our everyday lives. Acquiring knowledge in the planning and creating of such products is part of an admirable skill set for an educated person in the 21st century.

How will I study Interactive Media?

Pupils study Interactive Media through a holistic approach by completing projects that will result in a completed interactive media product for a client. The curriculum teaches pupils to use team working, independent learning and problem-solving skills to complete the projects. Pupils will learn the features, techniques and processes needed to create a successful interactive media product that can be sold to a client. As a result, our pupils will become responsible, competent, confident, and creative users of information and communication technology, with the skills to solve problems, design, plan and create an interactive media product that will meet the requirements of a client’s brief. They will learn how to apply the academic principles they learn in the classroom to real-world scenarios in an exciting and engaging way.

What will I study at Key Stage 4?

During the NCFE Interactive Media course, pupils will study the interactive media sector and gain a broad understanding and knowledge of working in the sector. Pupils will be undertaking projects that will allow them to acquire skills such as team working, independent learning and problem solving.

Pupils will be completing practical units, carrying out research into interactive media products, experimenting with different hardware and software solutions to create interactive media products as well as planning, designing and creating an interactive media product. Pupils will also be presenting and pitching their final interactive media product to a client. This course provides a holistic approach as pupils will be completing projects that would be carried out by a professional in the digital media sector.

Curriculum Overview
Year 7 Year 8 Year 9
  • Using Computers Safely
  • Understanding Computers
  • Spreadsheet
  • Graphics
  • Control systems with Flowol

 

  • E-Safety / Using Computers Safely
  • Computer Crime and Cyber Security
  • Understanding and planning graphics
  • Creating and reviewing graphics
  • Creating a Video

 

  • Graphics
  • HTML and Website development
  • Networks
  • Logic and Languages
  • Introduction to Python
  • Python Next Steps
KS4 – OCR: Computer Science
Year 10 (GCSE Year 1) Year 11 (GCSE Year 2)

Component 01: Computer systems

  • Systems architecture
  • Data representation
  • Algorithms
  • Logic and languages
  • Networks

Component 01: Computational thinking

  • Network security and systems software
  • Impacts of digital technology
  • Programming
KS4 – NCFE: Interactive Media
Year 9 Year 10 (Year 1) Year 11 (Year 2)

Unit 01: Investigate interactive media production

  • Explore the features of IM products, processes and Health and Safety.
  • Explore software, tools and techniques by making sample assets.
  • Evaluate your exploration.

Unit 02: Plan and prepare for a interactive media product

  • Research and generate the information / ideas needed to create a proposal.
  • Write a proposal.
  • Plan the development of the product.
  • Evaluate the planning process.

Unit 03: Development and production of an interactive media product.

  • Create a build journal that documents the build process.
  • Building the product.
  • Evaluate the product and build process.

 

Unit 04: Present and promote an interactive media product

  • Research ways of promoting a product and your skills.
  • Deliver your promotion presentation.
  • Evaluate the presentation and promotion process.

Unit 05: Practical exam – 15 hour invigilated external assessment

N/A – Pupils sit their GCSE exams at the end of Year 10

 

Assessment at Key Stage 3

Internal assessments take place every half-term.

Assessment at Key Stage 4

GCSE OCR Computer Science J277

J277/01: Computer systems

Overview

Focus

Written paper: 1 hour and 30 minutes
50% of total GCSE
80 marks

Systems architecture, memory and storage, computer networks, connections and protocols, network security, systems software and ethical, legal, cultural and environmental impacts of digital technology
The question paper will consist of short and medium answer questions. There will also be one 8-mark extended response question

J277/02: Computational thinking, algorithms and programming

Overview

Focus

Written paper: 1 hour and 30 minutes
50% of total GCSE
80 marks

Section A is worth 50 marks, and assesses students’ knowledge and understanding of the concepts of Computer Science. Students then apply these to problems in computational terms, where they may use an algorithmic approach.
Section B is worth 30 marks, and assesses students’ Practical Programming skills and their ability to design, write, test and refine programs.

KS4 Computer Science Exam Board Specification: OCR Computer Science

 

 

NCFE Interactive Media

Overview

Focus

Unit 01: Investigate interactive media products Pass/Merit/Distinction
30 GLH
Mandatory

  • Pupils will be given a client brief which they will need to meet the requirements for.
  • Pupils will experiment with interactive media products and understand the elements of the development process using hardware and software solutions.
  • Pupils will research the processes and techniques needed for the development of an interactive media product.
  • Pupils will then review the experimentation.

Unit 02: Plan and prepare for an interactive media product
30 GLH
Mandatory

  • Pupils will understand how to produce a proposal to meet a brief.
  • Pupils will produce a proposal to meet a brief.
  • Pupils will produce planning for an interactive media product meeting the requirements of the brief and proposal.
  • Pupils will review the proposal and planning documentation in relation to the brief.

Unit 03: Development and production of an interactive media product
40 GLH
Mandatory

  • Pupils will understand how to use appropriate software and hardware for the development and creation of an interactive media product and its assets.
  • Pupils will create an interactive media product to meet a brief.
  • Pupils will review and evaluate Pupils final product.

Unit 04: Present and promote an interactive media product
30 GLH
Mandatory

  • Pupils will present and promote an interactive media product in the creative media industry.
  • Pupils will review the presentation of their interactive media product.

 

Overview

Focus

Controlled assessment (High level control)
40% of total Qualification
15 hours
Pass/Merit/Distinction

  • Pupils will be given 15 hours to complete this assessment under exam conditions.​
  • Pupils will be required to complete all the tasks on the exam paper. ​
  • Pupils will need to have covered all the content in the other 4 components before completing the exam.​
  • Pupils will be allowed to use the computer and the internet for sources.

KS4 NCFE iMedia Exam Board Specification: NCFE Technical Award in Interactive Media

Enrichment

The faculty offers subject-specific enrichment clubs and pupils are able to use the school’s state-of-the-art IT facilities. Pupils are able to take part in representing the school in local and national competitions designed to increase their engagement and enhance their subject knowledge, such as the Bebras Competition . Clubs include a Coding club.

Careers

The study of Computing can lead to future careers ranging from Games Programmer, Digital Content Producer and Software Engineer to Analyst, Formula 1 Engineer and Coder. Famous Computing graduates include James Gosling (creator of Java), Anita Borg (founding director of the Institute for Women and Technology (IWT) and the Grace Hopper Celebration of Women in Computing).

For Interactive Media, successful completion of this course may also be useful to those studying qualifications in the following sectors: Games Designer, Creative Director, Web Designer, Graphic Designer, Brand Manager and animator.