Curriculum Statement - Computing

‘In a world that’s changing really quickly, the only strategy that is guaranteed to fail is not taking risks.’ – Mark Zuckerberg

Powerful Knowledge in Computing

Powerful Knowledge in Computing is based on a robust understanding of declarative and procedural knowledge of Computer Science, Digital Literacy and Information Technology. Computational thinking and problem solving are the foundation of Computer Science. This provides students with the knowledge to understand and interpret all areas of the Computing curriculum. Through Digital Literacy students learn of the opportunities and risks of using technology, with the aim for students to become reflective, responsible and effective digital citizens. Information Technology provides students with knowledge of software and systems that enables them to confidently operate in a digital world. 

Curriculum Features

The curriculum is designed to ensure students studying GCSE Computer Science have a grounding in the fundamental concepts covered at KS4, whilst providing opportunities for all students to develop digital skills and knowledge; ready for when they leave Laurus Ryecroft.

Students will develop their understanding of how to use technology safely, responsibly and securely. Building on this fundamental knowledge, students will understand how computers work looking at different elements over the three years, improving their Computing, Information Technology and Digital Literacy skills. Throughout KS3, students will get to look at the ever-changing digital world around them and see how systems work for the benefit of companies, individuals and themselves.

Co-Curriculum Enrichment

Students are given every chance to further delve into the world of Computing. Using links with well-known companies, we are able to provide the best opportunities for our students, growing their curiosity and enthusiasm. Examples of these include:

  • Tameside Hack where students get to compete against other 11–18-year-olds at solving coding challenges.
  • Cyber Girls First Events allowing KS3 girls looking for opportunities in Cyber Security companies such as GHCQ, J.P. Morgan and Microsoft.
  • BAE Systems Digital Intelligence Workshop where pupils get to try and stop a cyber-criminal through coding, network forensics etc.
  • Lego Mindstorms and Kodu games development electives to challenge pupil’s problem-solving abilities.

Year 7 students begin the year by learning to create a game through Scratch Programming. They will then move onto an investigation of data representation through binary, hex and images. Following these units, students will study E-Safety to remind them all on how to use technology safely, respectfully, responsibly and securely before finishing the year ‘Getting to know a Computer’ where they will develop their knowledge and skills of hardware and software.

Year 8 students begin the year investigating data representation through binary, hex and images, before moving onto physical programming using BBC Microbits. Students will develop advanced coding skills in Scratch and creation of a website using HTML. They will then move onto an exploration of ethical issues surrounding technology before finishing the year looking into what the future of technology looks like.

Year 9 students will start the year developing skills in basic programming skills in a high level programming language such as Python before investigating future developments in technology. They will end the year learning about the Internet and how networks are developed and maintained.