HoD: Mr Y Abbas
Teachers: Ms B Sumbal, Mr F Hamza
Key Stage 3 Computing Curriculum Summary
The Key Stage 3 Computing curriculum is designed to build a progressive, coherent foundation across Computer Science, Information Technology, and Digital Literacy, bridging primary education with Key Stage 4 pathways in GCSE Computer Science and CNAT Creative iMedia. Across the three years, students transition from Digital Foundations in Year 7—focusing on safe digital habits, core productivity tools, block-based programming (EduBlocks), data modelling, and physical computing with the BBC micro:bit—to developing robust Technical Skills in Year 8, which introduces textual coding in Python, data representation, web and vector graphic design, and modern concepts like Artificial Intelligence and IoT smart systems. By Year 9 (Real-World Computing), students apply advanced problem-solving through data science, complex programming sequences, cybersecurity principles, and 3D animation. Throughout Key Stage 3, academic rigor is coupled with explicit career links, hands-on digital creation, and national enrichment competitions (such as the Bebras Computational Thinking Challenge and iDEA awards), empowering students to become ethical, competent creators and critical thinkers in an increasingly digital world.
Key Stage 4 Computing & Creative Media Curriculum Summary
The Key Stage 4 curriculum provides specialized pathways catering to both technical computing and digital creative industries through GCSE Computer Science and Cambridge National (CNAT) Creative iMedia:
Exams:
Computer systems (01) 1 hour 30 mins, 50% weighted
Computational thinking, algorithms and programming (02) 1 hour 30 mins, 50% weighted
Calculators not allowed
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- GCSE Computer Science offers an in-depth exploration of core computational theory and programming. Across Year 10 and Year 11, students master theoretical units encompassing Systems Architecture, Memory and Storage, Network Connections and Protocols, Network Security, and the Ethical, Legal, Cultural, and Environmental impacts of digital technology. Practical coding competency runs continuously across both years through Programming Fundamentals, Boolean Logic, Algorithms, and Producing Robust Programs. Theoretical understanding is solidified through rigorous mock examinations, project-based programming challenges, and high-level enrichment including the Perse Coding Challenge, Isaac Computer Science booster events, and the Bebras Competition, connecting directly to technical careers such as Systems Architecture and Penetration Testing.
Exam: R093: Creative iMedia in the media industry, 1 hour 30 mins, 70 marks.
Coursework:
2x courseworks
R094: Visual identity and digital graphics, 10~12 hours, 50 marks
R095: Characters and comics, 12~15 hours, 70 marks.
- CNAT Creative iMedia develops industry-aligned creative media production and planning skills. The course blends examination content on the media industry, pre-production planning, and product design (Unit R093) with hands-on coursework (NEA) focused on Visual Identities and Digital Graphics (Unit R094), alongside comic and character creation (Unit R095). Students gain practical mastery over digital assets, graphic creation, distribution channels, and legal frameworks (copyright and legislation), mirroring commercial creative pipelines. This pathway connects directly to creative media professions—such as Graphic Designers, Animators, Video Editors, and Production Managers— complemented by enrichment through BAFTA Young Game Designers, Into Film Clubs, and 3Dami.