Computing
Intent
In today’s digital world, computing equips students with the knowledge and skills to become confident, capable, and responsible users and creators of technology. The curriculum develops critical thinking, creativity, and technical expertise, empowering students to succeed in both education and future careers.
Problem-solving is embedded throughout the curriculum. Students learn to break down problems using decomposition, abstraction, and algorithms, drawing on logic and prior knowledge to form solutions. Students explore how systems and software work. They develop code, build systems, and understand how data is processed and how networks function—encouraging curiosity, independence, and resilience.
Students learn to use software to manage and communicate information clearly and effectively. This supports learning across all subjects and enables confident use of digital tools in real-world situations. There is a strong emphasis on helping students navigate online spaces safely, evaluate online content critically, and use accessibility features to support themselves and others. The computing curriculum encourages innovation, adaptability, and responsible digital citizenship, preparing students to thrive in a fast-changing, technology-driven world.
Big Ideas
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Computer Science |
Students gain understanding of how computer systems work, how software is developed, and how data is processed and transmitted through networks. |
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Digital Literacy |
Students learn to use a range of digital tools to create, manage, and communicate information effectively and responsibly. |
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Computational Thinking |
Students learn to solve problems by breaking them into smaller parts, spotting patterns, and creating step-by-step solutions using logical thinking. |
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Online Safety & Accessibility |
Students understand how to stay safe and act responsibly online, evaluating digital content and applying accessibility principles to support all users. |
Overview
Year 7
In Computing, students build strong digital foundations. They learn to use school systems safely and responsibly, create an interactive quiz, and collaborate through Outlook e-mail and shared documents. Spreadsheet lessons introduce Excel functions to organise and interrogate data. The year finishes with a Scratch arcade-game challenge that pulls together programming concepts such as sequence, selection, iteration, and debugging.
Skills learned include e-safety, quiz design, email etiquette, basic data analysis, block-based programming, and testing.
Year 8
Students move from blocks to text by learning Python, writing programs that use variables, loops, selection, and simple data structures. Theory then takes centre stage: number bases (binary ⇢ hex), internal hardware, network set-ups, and cyber-security threats—all explored through mini-projects. Advanced Excel features (validation, LOOKUP, conditional formatting) are applied to build a ticket-booking system for the school musical. The year concludes with HTML/CSS web pages that showcase their projects.
Skills learned include Python scripting, binary/hex conversion, network diagramming, data modelling, client-side web design, and iterative testing.
Year 9
Learners deepen their understanding of networks (protocols, topologies), social-engineering tactics, UK computing law (Data Protection & GDPR, CMA), and Boolean algebra for logic circuits. A graphic design unit introduces professional image editing to create print-ready assets such as posters and DVD sleeves. Finally, students deliver a “Spotlight on Sport” digital-media campaign: filming and editing promotional videos, producing custom graphics, and publishing an interactive website to raise sports participation among Plymouth teens.
Skills learned include packet-level networking, legal & ethical compliance, advanced Photoshop techniques, video production, web publishing, and digital marketing.
Year 10 Core Computing
The focus shifts to workplace-ready digital skills. Through live briefs set by local employers, students practise professional communication, project planning, collaborative cloud workflows, data visualisation, and digital portfolio creation. Real-world deadlines foster resilience and problem-solving while exposing learners to the breadth of tech careers across the city.
Skills learned include project management tools, Gantt charting, advanced spreadsheet dashboards, collaborative document control, and client communication.
Year 10 – 11 Creative iMedia (OCR)
Two coursework units anchor the qualification: a graphics project (e.g. marketing collateral for a client) and a second brief that could involve prototyping an app or interactive product. Students follow the full media-production cycle—research, mood-boarding, asset creation, build, and evaluation—while meeting client requirements. Exam preparation centres on Unit R093 Creative iMedia in the Media Industry, covering sectors, stakeholders, distribution methods, job roles, legislation, and emerging technologies.
Skills learned include vector & raster graphics, user-interface prototyping, pre-production documentation, client pitching, and exam techniques for media-industry contexts.
Year 13 Information Technology (BTEC Level 3)
In their final year, sixth formers operate as digital consultants for a real business: they design a social-media campaign, analyse engagement metrics, and iterate content to boost the client’s online presence. Concurrently, they scope, prototype, and build a substantial website tailored to business needs, integrating responsive design, accessibility, and SEO. Theory from Unit 1 Information Technology Systems broadens their perspective on the impact of IT, ethical issues, communication technologies, and emerging trends. For the databases examination, students normalise data, create relational schemas, and develop efficient queries and user forms that solve realistic administrative problems.
Skills learned include social media analytics, wireframing & UX design, full-stack web development, database normalisation to 3NF, SQL querying, and critical evaluation of IT systems.