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Computer Science

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Subject Introduction

Computers are everywhere and the chances are you are reading this right now on a computer. Our world is rapidly changing due to our use of computers. But what are they? How do they work? How are you reading this on your screen right now? 

Computer Science is an exciting and dynamic subject which challenges our students to think differently and creatively to solve problems whilst using a computer. At its core, Computer Science teaches students what a computer is, how a computer works and how they can program that computer in a range of different contexts. The subject mixes: theory; how computers work including hardware & software, Programming Fundamentals; understanding basic programming constructs, and coding; writing code and applying syntax.  

Subject Introduction 

In year 7 we focus on the larger question of “What is a Computer System?” and use this as a thread through all their learning to help students form a bigger picture. Students will explore exactly what a computer is and how they work by categorising hardware and software as well as how data is represented in a computer. Students then develop their learning by delving deeper into software and looking exactly how it is created through different programming languages. We also explore the core concepts of programming sequence, selection and iteration. Students then use software, excel, to create solutions to specific needs to help understand why we use software. Finally, students will combine all their learning together to create their own software in scratch and student’s progress to writing code to make hardware work including webcams, game controllers (which they make themselves) and a dance mat.   


Modules

  • 7.0 Welcome to the network: Helping students to understand our network and how to navigate it 
  • 7.1 How do I use my digital device safely? Students will be receiving their iPads and it is important we educate our learners in how to operate digital devices safely without putting themselves or others in harm's way. They will explore possible threats and what to do if they’re worried. 
  • 7.2 What is a Computer System? Students will explore exactly what a computer system by exploring hardware, software and how things are represented in a computer.  
  • 7.3 How is software created? Students will look how software is created looking at the core concepts of coding sequence, iteration, functions and variables as well as different ways to make software.  
  • 7.4 Using software: Students will learn how to use spreadsheet application software to meet different aims.  
  • 7.5 Creating software: Students will use scratch to develop their programming skills to create different pieces of their own software. Students will also create pieces of hardware which they can use with scratch.  

Assessment

  • Each unit is assessed at the end of the unit with one final assessment. Depending on the unit this might be an examined component like a test, or it might be what the student has created.  
  • Tests: How do I use digital devices safely? What is a computer system? How is software created? Using software, Creating Software. 
  • Product: Creating software 
  • All assessments are made based on our core concepts of programming knowledge, skills and theory knowledge.  
  • At the end of year 7 students will also sit an end of year exam which combines all aspects from their academic year.  

Homework  

Homework is set regularly and builds on learning students have completed within the lesson or is used to prepare students for the next lesson.  


Enrichment activities 

iDea Award: iDEA is the digital and enterprise equivalent of The Duke of Edinburgh’s Award. Students can take part in the iDea award which is an online platform where students complete a range of challenges based on Computing, E Safety & Enterprise. Students earn badges and points for each challenge they complete and are awarded certificates of either Bronze, Silver or Gold based on how many points they achieve. This can be accessed either at home or in a Computer Science lab during lunch.  

E Sports & Cyber security: Offered in Winter term 2. 30 students across KS3.   


Resources 

All resources are electronic and can be accessed via Firefly. Students will be given a log in for firefly when they join the Academy. 

Subject Introduction

In year 8 we add to our learning from year 8 by looking at the fundamental concepts in more detail. Students' progress further with programming by being introduced to Python, by learning how to write code for sequence, selection and iteration. Students delve deeper into how computers work by taking a look “inside” the computer to discover all the hardware which allows a computer to do its actual function. Students will then explore the use of information available on the internet and how to effectively select accurate information to help them gain support for a cause. Then finally, this all comes together in a large assignment where students find a real-world problem and seek to solve it with a computational solution. 


Modules

  • 8.1 Introduction to python: output, input, variables and selection 
  • 8.2 What happens inside of a computer? Exploring how the internal hardware of secondary storage, RAM, ROM and the CPU work together to make a computer function 
  • 8.3 Extending python: Data types and loops 
  • 8.4 Gaining support for a cause: Students will create an interactive media product which pays close attention to providing unbiased and accurate information. 
  • 8.5 Real world problem: design a robot to solve a real world problem 

Assessment

  • Each unit is assessed at the end of the unit with one final assessment. Depending on the unit this might be an examined component like a test, or it might be what the student has created.  
  • Tests: Introduction to python, What happens inside of a computer? extending python 
  • Product: Gaining support for a cause and real- world problem 
  • All assessments are made based on our core concepts of programming knowledge, skills and theory knowledge.  
  • At the end of year 8 students will also sit an end of year exam which combines all aspects from their academic year. 

Homework  

Homework is set regularly and builds on learning students have completed within the lesson or is used to prepare students for the next lesson.  


Enrichment activities 

iDea Award: iDEA is the digital and enterprise equivalent of The Duke of Edinburgh’s Award. Students can take part in the iDea award which is an online platform where students complete a range of challenges based on Computing, E Safety & Enterprise. Students earn badges and points for each challenge they complete and are awarded certificates of either Bronze, Silver or Gold based on how many points they achieve. This can be accessed either at home or in a Computer Science lab during lunch.  

E Sports & Cyber security: Offered in Winter term 2. 30 students across KS3.   


Resources  

All resources are electronic and can be accessed via Firefly. Students will be given a log in for firefly when they join the Academy.  

Subject Introduction

In the year 9 students will build on their learning in year 7 & 8. Students will also develop their understanding of programming further in python as well as developing their understanding of systems by learning what the internet is and AI (including benefits and risks!). Students will then develop an app of their own.   


Modules

9.1 Mastering python: Students will master the skills they have developed in year 8 and learn to apply these to a range of problems to develop their problem-solving skills.  

9.2 The internet: Looking at what the internet is and how it works. Students will then learn risks associated with operating online and how to reduce those risks. 

9.3 Photoshop: Looking at how the beauty industry uses editing techniques and what impact this has on young people. Students will learn photoshop skills before creating a magazine cover to promote body confidence.  

9.4 AI: Students will learn about what AI is and how an AI is created. An important subject as this technology begins to grow.  

9.5 Apps for good: Students will develop their own app to promote something which is for good.  


Assessment

Each unit is assessed at the end of the unit with one final assessment. Depending on the unit this might be an examined component like a test, or it might be what the student has created.  

Tests: The internet, AI 

Product: Python, Photoshop, apps for good 

At the end of year 9 students will also sit an end of year exam which combines all aspects from their academic year. 


Homework

Homework is set regularly and with purpose. Some homework will focus on programming understanding to demonstrate students understand how code is processed whilst some homework tasks will focus on retrieval to demonstrate that students are maintaining learning over time.  


Enrichment activities 

E Sports & Cyber security: Offered in Winter term 2. 30 students across KS3.  

Lunch time room availability: we actively encourage students to immerse themselves in our subject of programming through a range of independent challenges which are targeted to different student interests. For example, we have sets of Raspberry Pi’s which students can collect & program independently. 


Resources  

No textbooks are issued to students and all materials can be found electronically on our firefly page.  

Key Stage 4

Subject Introduction

In year 10 Computer Science we study the OCR Computer Science J2777 Specification. This course consists of 2 units: Unit 1 – Computer Systems and Unit 2 – Computational thinking, algorithms and programming. In year 10 students study Computer Science 3 times a week. Two lessons focus on Unit 1 and one lesson a week students will continue their studies with programming in Python.  


Modules 

1.1 Systems Architecture 

1.2.2 Memory & Storage 

1.3.1 Networks and topologies 

1.3.2 Network standards & protocols

 

Python programming: 

Sequence, selection & data types 

Debugging & maths 

Iteration 

Functions 

 

Lessons are split between week A and week B. Students will study 3 periods of theory and 2 of programming in alternate weeks.


Assessment

Homework is set regularly and purposefully. Homework is a combination of retrieval questions to ensure students don’t forget learning, flipped learning content to prepare them for lessons or work to embed learning from the lessons.  


Enrichment activities 

Bebra Competition: Students will be entered into a national computational thinking competition to test their ability  


Lunch time room availability

We actively encourage students to immerse themselves in our subject of programming through a range of independent challenges which are targeted to different student interests. For example, we have sets of raspberry Pi’s which students can collect & program independently.  


Mentoring

Students who struggle with concepts or learning can be buddied with a 6th form A Level Computer Science student to help them develop their learning better.  


Stretch

Talented programmers are invited to participate in a series of programming challenges to develop new skills whilst working in groups alongside year 13, year 12 and year 11 students.  


Texts to be issued and arrangements for return 

No textbooks are issued, but we do encourage students to purchase a revision guide and companion workbook. We will offer these through the Academy and often get these at a reduced price, but if you’d like to purchase one early then you can through most book stores.  

GCSE Computer Science OCR Revision Guide - for exams in 2022 and beyond 

GCSE Computer Science OCR Exam Practice Workbook - for exams in 2022 and beyond 

Subject Introduction

In year 11 Computer Science we study the OCR Computer Science J2777 Specification. This course consists of 2 units: Unit 1 – Computer Systems and Unit 2 – Computational thinking, algorithms and programming. In year 11 students study Computer Science 3 times a week. Two lessons focus on Unit 1 and one lesson a week students will continue their studies with programming in Python.


Modules

1.4 Network security  

1.5 System Software  

1.6 Ethical, legal, cultural implications of digital technology 

 

2.1 Algorithms  

2.2 Programming fundamentals 

2.3 Producing Robust Programs 

2.4 Boolean Logic 

2.5 Programming languages and integrated development Environments 

 

Python programming: 

Through the year students will be given larger challenges to complete where they combine their programming skills together to meet the needs of a user.  


Assessment

Each module is assessed in 3 parts, retrieval (prior learning), knowledge (understanding of content) and past paper questions (application of knowledge).  

Students will also sit two PPE exams.  


Homework  

Homework is set regularly and purposefully. Homework is a combination of retrieval questions to ensure students don’t forget learning, flipped learning content to prepare them for lessons or work to embed learning from the lessons.  

Enrichment activities 

Bebra Competition: Students will be entered into a national computational thinking competition to test their ability  


Lunch time room availability

We actively encourage students to immerse themselves in our subject of programming through a range of independent challenges which are targeted to different student interests. For example, we have sets of raspberry Pi’s which students can collect & program independently.  


Mentoring

Students who struggle with concepts or learning can be buddied with a 6th form A Level Computer Science student to help them develop their learning better.  


Stretch

Talented programmers are invited to participate in a series of programming challenges to develop new skills whilst working in groups alongside year 13, year 12 and year 10 students.  


Texts to be issued and arrangements for return 

No text books are issued, but we do encourage students to purchase a revision guide and companion workbook. We will offer these through the Academy and often get these at a reduced price, but if you’d like to purchase one early then you can through most book stores.  

GCSE Computer Science OCR Revision Guide - for exams in 2022 and beyond 

GCSE Computer Science OCR Exam Practice Workbook - for exams in 2022 and beyond 

Sixth Form

Subject Intent

A-Level Computer Science is about understanding the technologies that shape the modern world—and building the skills to help shape its future. From algorithms and programming to the ethics of AI, students learn how computers work and how to use them creatively and responsibly.

The course develops confident problem-solvers and logical thinkers, combining theory with real-world coding practice. It prepares students for a digital future—whether they go into software, cybersecurity, games design, engineering, or simply want to understand the systems we all rely on.


Course Overview

Year 12 (AS foundations)

  • Computer Systems – hardware, software,
  • Algorithms and Programming – computational thinking, programming constructs, problem-solving
  • Programming Practice – introduction to Python
  • Key skills include: abstraction, decomposition, algorithms, testing, pseudocode, trace tables

 

Year 13 (A-Level)

  • Advanced Theory – operating systems, networking, legislation and ethics, databases, Boolean logic, databases, web technologies, machine code
  • Algorithms & Computational Thinking – sorting/searching, recursion, Big-O notation, problem analysis
  • Programming Project (NEA):
    • Students create a complete software solution from scratch
    • Includes analysis, design, coding, testing, and evaluation
    • Often involves real-world data and problem-solving for genuine users

Assessment

Paper 1: Computer Systems
2h 30m exam (theory)
140 Marks

40%

 

Paper 2: Algorithms & Programming

2h 30m exam (code & logic)

140 Marks

40%

 

NEA: Programming Project

Coursework project

70 Marks

20%

 

Each exam includes short-answer, structured, and extended-response questions. The NEA gives students freedom to develop their own software and demonstrate their creativity and technical skill.


Homework & Independent Study

Students complete weekly programming tasks, revision of theory content, and preparation for their NEA.
You’ll also gain confidence through practical coding, debugging, and working independently on mini-projects in and out of class.

We encourage wider exploration of topics such as AI, cybersecurity, ethics, and modern programming languages.


Enrichment Opportunities

  • Programming competitions and hackathons
  • Guest speakers from tech industries and universities
  • Support for Oxbridge or STEM university applications
  • Subject mentors

Where Can Computer Science Take You?

This course is ideal preparation for careers or degrees in:

  • Software development, Game design, Engineering, Cybersecurity
  • Data science, Artificial Intelligence, Web development, IT consultancy

The logical thinking, coding fluency, and creative problem-solving it develops are also excellent preparation for roles in business, finance, law, and beyond