Computer Science — Year 7

 

Computer Science Overview
Curriculum

Term 1: Introduction to KS3 and Cyber Security

In the first lesson, students will be introduced to the Turing House School systems and fundamentals of good working practice. This includes logging on to the school system, using MS Teams, password security, folder structures and naming conventions. Furthermore, students will develop understanding about cyber security by taking on the role of a cyber security agent working through a range of challenges to ensure the online protection of an organisation. Students will be introduced to how computers work and how to use them safely. E- Safety, Operating Systems and Utilities.

Students will complete a series of online quizzes and complete evidence based tasks

All students should be able to answer the following questions:

What is hacking?

Which law makes hacking illegal?

What is encryption?

What does the term malware mean?

What is a trojan horse?

What is spyware?

What is ransomware?

What is cybercrime?

What is a brute force attack?

List 5 things you should not post on social media

If you post something on the internet, then delete it. It has not gone. Discuss this statement

What does the term catfish mean?

What is cyberbullying?

Why is it important to keep your computer updated to the latest software?

What does the term phishing mean?

What can you do if you receive a message online that makes you uncomfortable?

Why is it important to be aware of your privacy settings on social media?

  • Spiritual
  • Moral
  • Social
  • Cultural

Develop the individual:
Pupils consider the effects of social networking and the consequences of cyber bullying, they also consider the legal aspects of Computing including the Data Protection Act (GDPR), Computer Misuse Act and Copyright legislation.

Create a supportive community:
Students are continually reflecting on their own lives and the lives of others as they look at various case studies. Students debate and formulate their own set of values and beliefs through case studies and as they share their own experiences.

Term 2: Introduction to Block Programming - Arcade Games Design

Students are introduced to programming using an online platform called MakeCode Arcade. Students will learn the fundamentals of game development using MakeCode Arcade, a user-friendly, block-based coding platform. By the end of the term, students will be able to design, develop, and test their own simple video games, fostering creativity, logical thinking, and problem-solving skills. Students move on through the levels to develop deeper understanding and skills in text based languages Python and JavaScript by solving further challenges that require logic and resilience.

Completion of a practical task and an online assessment

Character
The image/graphics that behaves and reacts in certain ways.

Clone
A copy of the character or the objects in the world.

Creatable
The ability to create objects or characters.

Execute
To allow characters and objects to perform the actions.

Navigation
Planning and following a route.

Object
Image/graphics that the character interacts with.

Programming
The process of creating a set of instructions that tell a computer how to perform a task.

Selection
Code that cause's a choice to flow in a particular direction.

Sequence
Creating a sequence of events to enable a computer or object to do 'something'.

Specification
A detailed description of what a game should achieve when completed.

Condition
This is the WHEN part of a rule. eg: bump an apple.

Kodu
A block programming language.

Debugging
Finding and fixing problems in code.

Obstruction
Something that blocks or gets in the way; an obstacle.

Progression
Gradually increasing the demands of the game.

Computational Thinking
Thinking like a computer to solve a problem.

Algorithm
A sequence of instructions or a set of rules to get something done.

Decomposition
Breaking down a problem into smaller manageable parts.

Repetition
To repeat execution of certain instructions.

  • Spiritual
  • Moral
  • Social
  • Cultural

Develop the individual:
Computational thinking encourages students to develop and explore their problem solving skills. Computing Empowers students to apply their Computing skills and to gain knowledge of how programming links between subjects for instance maths.

Create a supportive community:
Pupils may use paired programming to assist in the development of programming skills and to communicate ideas to each other in a respectful and supportive manner

Term 2A: Scratch

This unit is the second programming unit of KS3. The aim of this unit is to build learners’ confidence and knowledge of the key programming constructs. Importantly, this unit does not assume any previous programming experience, but it does offer learners the opportunity to expand on their knowledge throughout the unit. The main programming concepts covered in this unit are sequencing, variables, selection, and count-controlled iteration. All of the examples and activities for this unit use Scratch.

completion of a practical task and an online assessment

  • Spiritual
  • Moral
  • Social
  • Cultural

Develop the individual:
As students develop their skills in a range software they are challenged to work in groups to find solutions whilst developing respect for the ideas and opinions of others in their team.

Create a supportive community:
Pupils may use paired programming to assist in the development of programming skills and to communicate ideas to each other in a respectful and supportive manner

Term 3: Modelling data – Spreadsheets

The spreadsheet unit takes learners enables users to confidently model data with a spreadsheet. The unit uses engaging activities to progress learners from using basic formulas to writing their own COUNTIF statements. This unit will give learners a set of skills that they can use in computing lessons and in other subject areas.

MCQ On Screen Assessment and Prctical Task

  • Spiritual
  • Moral
  • Social
  • Cultural

Develop the individual:

Create a supportive community:

Term 4: Programming with micro:bits

This is an introduction to coding and computer science by way of making and design, using the revolutionary new micro:bit microcontroller board, and Microsoft’s easy and powerful MakeCode block-based coding environment. It is a project-based curriculum with a maker philosophy at its core; the idea is that by making physical objects, students create a context for learning the coding and computer science concepts.

A final project and a On Screen MCQ

  • Spiritual
  • Moral
  • Social
  • Cultural

Develop the individual:
Computing helps students to explore aspects of real and imaginary situations and enables them to reflect on the possible consequences of different actions and situations.

Create a supportive community:
It can raise issues such as whether it is morally right to have computer games whose aim is killing and violence

Term 5: Hardware and Software

Students will develop an understanding about how computers systems work including learning about hardware such as input and output devices, processors and internal components as well as software and operating systems. Students will also have an introduction to the binary numbering system.

Final Task and an on screen assessment

  • Spiritual
  • Moral
  • Social
  • Cultural

Develop the individual:
As part of the computing curriculum students are taught to think and produce work that reflects the needs of diverse audiences within our community and the wider community

Create a supportive community:
Computing provides opportunities for reflection of awe and wonder about the achievements in ICT today and the possibilities for the future.

Term 6: Networks from semaphores to the Internet

This curriculum module provides an engaging introduction to the world of computer networks, emphasising their significance in today's digital age. Students will explore the evolution and fundamentals of computer networks, from early communication methods like semaphores to modern Internet protocols.This module combines theoretical knowledge with practical activities, enabling students to visualize and comprehend the complex processes behind everyday online activities. By the end of term, students will understand the basic concepts of networking, the benefits of interconnected systems, and how data is transmitted and shared across networks.

Students will submit a project on the history of computers.

  • Spiritual
  • Moral
  • Social
  • Cultural

Develop the individual:
Students will appreciate the crucial role of networks in modern society and possess foundational knowledge for future learning in computer science.

Create a supportive community: