COMPUTER SCIENCE AND DIGITAL INFORMATION TECHNOLOGY (DIT)

Teaching Staff

  • Mr Costin - Head of Computer Science
  • Mrs Morgans

KS3 - Computer Science

Our KS3 Curriculum is designed to be rich in knowledge across a wide range of topics, ensuring that we not only fulfil the National Curriculum but also look to extend students’ knowledge and develop skills that will equip them for further study at KS4 and importantly for when they leave school and move on to the wider world of work.

We want our students to understand and play an active role in the digital world that surrounds them, not to be passive consumers of technology. A sound understanding of computing concepts within our curriculum will help them see how to get the best from the systems they use, and how to solve problems when things go wrong.

The Computer Science area of the curriculum focuses on allowing students to:

  • Learn how to stay safe online and apply the principles of good computer etiquette and file management to other curriculum areas.
  • Use block and text-based programming software to engage the students in computational thinking and problem solving.
  • Show how modelling using spreadsheet software can more effectively solve labour intensive mathematical and organisational problems.
  • Think creatively, innovatively, analytically, logically and critically.
  • Use animation software to engage with the student's artistic flair and show how this can be incorporated into a final product.
  • Understand the components that make up digital systems, and how they communicate with one another and with other systems.
  • Understand the impacts of digital technology to the individual and to society in general.
  • Apply mathematical skills relevant to Computer Science and wherever possible link the exercises to real world scenarios.

The Creative IT area of the curriculum focuses on allowing students to:

  • Be equipped with the wide range of knowledge and skills needed to work in the creative digital media sector.
  • Learn industry standard pre-production techniques and workflow such as visualisation diagrams, mind maps and task planners.
  • Become familiar with some of the most popular software used in the Creative IT fields.
  • Create their own comic strip from planning phase through to using software.
  • Create a multimedia product using Microsoft PowerPoint.
  • Learn how to manipulate digital graphics.
  • Learn how to gather and process information into a suitable multimedia product.

With the curriculum covering both areas it allows students to make a more informed decision when choosing their options at Key Stage 4, whether they follow the GCSE Computing route or the Creative IT option.

KS4 - GCSE Computer Science

The curriculum is designed so that students are introduced to every key topic in Year 10 and can then use year 11 to re-visit topics and develop their understanding through retrieval practice. There is also space for them to practice their programming skills, which is a key skill in industry.

In Key Stage 4 Computer Science students will:

  • Understand and apply the fundamental principles and concepts of Computer Science, including abstraction, decomposition, logic, algorithms, and data representation.
  • Analyse problems in computational terms through practical experience of solving such problems, including designing, writing and debugging programs.
  • Think creatively, innovatively, analytically, logically and critically.
  • Understand the components that make up digital systems, and how they communicate with one another and with other systems.
  • Understand the impacts of digital technology to the individual and to wider society.
  • Apply mathematical skills relevant to Computer Science.

KS4 Level 1-2 Technical Award in Digital Information Technology (DIT)

  • Pearson BTEC
  • Syllabus 603/7050/6

The Tech Award gives students the opportunity to develop applied knowledge and skills through realistic vocational contexts.

The course aims:

  • development of key skills that prove your aptitude in digital information technology, such as project planning, designing and creating user interfaces and dashboards as a way 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.

The course is broken down into 3 components:

1 - Coursework

Exploring User Interface Design Principles and Project Planning Techniques (30%)

Students will develop their understanding of what makes an effective user interface and how to effectively manage a project. They will use this understanding to plan, design and create a user interface.

2 - Coursework

Collecting, Presenting and Interpreting Data (30%)

Students will understand the characteristics of data and information and how they help organisations in decision making. They will use data manipulation methods to create a dashboard to present and draw conclusions from information.

3 - Exam

Effective Digital Working Practices (40%)

Students will explore how organisations use digital systems and the wider implications associated with their use.

 

Qualifications

  • GCSE Computer Science
  • Level 1-2 Technical Award in Digital Information Technology (DIT)

Please see below for Curriculum Maps for a breakdown of what is taught in each year group and by term.