Key Stage 3. Scheme of Work. Written by Heaton Moor Digital
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1 Key Stage 3 Scheme of Work Written by Heaton Moor Digital 1
2 Table of Contents Terms and Conditions Page 3 UK National Computing Curriculum Pathways Page 4 Mapping the Year 7 Scheme to the Computing Curriculum Page 4 Year 7 Scheme of Work Breakdown Page5 Mapping the Year 8 Scheme to the Computing Curriculum Page 6 Year 8 Scheme of Work Breakdown Page 7 Mapping the Year 9 Scheme to the Computing Curriculum Page 8 Year 9 Scheme of Work Breakdown Page 9 Cross Curricular Links Page 10 Differentiation Page 11 Assessment and Progress Page
3 Terms and Conditions The Subscribing Institution is the individual school which subscribes and purchases the Units of Work and/or Scheme(s) of Work. It does not include any other differently named schools, academies, schools within the same academy chain e.g. schools in a different catchment area and/or with a different intake criteria even if it is under the same head teacher s or department head teacher s control. The terms Unit of Work and Scheme(s) of Work is all the work that can be downloaded in the zip file and includes the lesson presentations, worksheets, activities, homework s, assessment activities, videos, source code files, mark schemes. As a subscribing organisation you will have access to a selection of video tutorials to view online or download. What you may do: 1. Install or upload the Scheme of Work on the Subscribing Institution s own secure VLE and/or school network to be accessed by students and teachers by a secure login facility 2. Print and photocopy worksheets and homework s to distribute to pupils within the Subscribing Institution. 3. Share all resources with other teachers within the Subscribing Institution. 4. Modify and/or adapt the Unit of Work and/or Scheme of Work to personalise any instructions or directions (such as save your work on the S drive or your work to me 5. Make a copy for archive or backup purposes only which will still be bound by these terms. What you may not do without the written permission of HeatonMoorDigital: 1. Reproduce, transmit or distribute the Unit of Work and/or Scheme of Work in any form outside of the Subscribing Institution. The only exception being photocopying handouts and worksheets for pupils personal use for home learning tasks. 2. Reproduce, transmit or distribute the Unit of Work and/or Scheme of Scheme of Work to other schools and individuals outside of the Subscribing Institution including schools within the same academy chain. 3. Share any login details with other schools (including other schools within the same academy chain), educational bodies, and individuals. 3. Redistribute, resell, license, sublicense, lend, rent, lease, assign, or transfer the Unit of Work and/or Scheme of or otherwise make it available for use or distribution to any other individual educational institution or legal entity. 4. Upload the Scheme of Work onto the internet for use or consumption by the general public. 5. Use or incorporate any of the images, files, pictures, videos, audi0, animations games text or diagrams in your own original work or to publish distribute or display or pass it off as your own work. The copyright of all materials in this publication, except where otherwise stated, remains the property of Heaton Moor Digital. Heaton Moor Digital hereby asserts her moral rights to be identified as the author of this work in accordance with the Copyright, Designs and Patents Act Any questions? [email protected] 2015 HeatonMoorDigital and its licensors. All rights reserved. 3
4 Mapping the Year 7 Scheme to the Computing Curriculum: The Year 7 Scheme has been carefully developed to ensure it fits into the National Computing Curriculum Progression Pathway. The six units cover the main strands of the curriculum to ensure year 7 pupils learn about Computing, Digital Literacy and Information Technology. Unit 1 School Network & Unit 2 Digital Gaming Unit 3 Hardware & Software Unit 4 Data Representation Unit 5 E-Safety Unit 6 Data Modelling Table 1 Algorithms Programming & Development Data & Data Representation Hardware and Processing Communication & Networks Unit 2 Unit 2 Unit 4 Unit 3 Unit 1 Unit 1 Unit 6 Unit 6 Unit 6 Unit 2 Unit 3 Unit 3 Unit 4 Red = Computing Green = Digital Literacy Blue = Information Technology Information Technology Based upon the KS3 National Guidance for Secondary School Teachers, the Progression Pathways KS3 document, this file sets out the main curriculum areas for computing breaking the three main strands of Digital Literacy, Computing and Information Technology down into more specific sections. The Schemes of Work developed for Key Stage 3 have been mapped carefully to these pathways Mark Dorling & Matthew Walker 4
5 Year 7 Scheme of Work Breakdown Unit 1 - The School Network and Lesson 1 User Login and Strong Passwords Lesson 2 Using Software and features and terminology Baseline Testing (Optional) Unit 2 Digital Gaming Lesson 1 An Introduction to Algorithms, Flow Charts and Scratch. Lesson 2 Introducing Variables, Loops and Control Lesson 3 Working with Operators and Randomising Behaviours Lesson 4 Using Broadcast Procedures and Adding Levels Lesson 5 Learning how to Develop Platform Games Lesson 6 Developing your Game idea using Algorithms and Flow Charts Lesson 7 Programming your Own Game Lesson 8 Programming your Own Game Lesson 9 Finalising your Game Lesson 10 De-Bugging, Correcting and Testing Lesson 11 User Testing and Feedback Lesson 12 Feedback, Evaluation and Improvement Unit 3 Hardware & Software Lesson 1 Understanding the Role Computer Input, Output and Processing Devices Lesson 2 Understanding the Function of Internal Computer Components Lesson 3 - Understanding the Role of different categories of Computer Software Lesson 4 Understanding how Hardware and Software work together in Computers Lesson 5 Computer Hardware and Software Assessment Activity Lesson 6 Feedback, Evaluation and Improvement Unit 4 Data Representation Lesson 1 Bits, Bytes, Number Systems and Binary/Denary Conversion Lesson 2 Binary and Denary Conversion and Binary Arithmetic Lesson 3 Data Storage and Understanding how Text Data is stored (ASCII). Lesson 4 Understanding how Computers Process and Store Image Data Lesson 5 - Understanding how Computers Process and Store Audio Data Lesson 6 Data Representation Assessment Activity Lesson 7 Feedback, Evaluation and Improvement Unit 5 E-Safety Lesson 1 Know what is meant by Personal Information and Staying Safe Online Lesson 2 Leaving a Mark Online. Understanding Your Digital Footprint. Lesson 3 Recognising Acceptable and Unacceptable Online Behaviour Lesson 4 Planning and Storyboarding your Online Safety Video Lesson 5 Obtaining MultiMedia Components and using Video Editing Software Lesson 6 - Finalising your Online Safety Video Project Lesson 7 E Safety Group Video Presentations Lesson 8 Feedback, Evaluation and Improvement Unit 6 Data Modelling Lesson 1 Agent 008 Spreadsheet Project Working with simple Formulas Lesson 2 Creating a Spreadsheet with Formatting, Formulae and Functions Lesson 3 Spreadsheet Modelling using What if, Filtering and Sorting Lesson 4 Data Modelling Assessment 008 Saves the World! Lesson 5 - Feedback, Evaluation and Improvement (and creating a Quiz) 5 Homework
6 Mapping the Year 8 Scheme to the Computing Curriculum: The Year 8 Scheme has been carefully developed to ensure it fits into the National Computing Curriculum Progression Pathway. The five units cover the main strands of the curriculum to ensure year 8 pupils learn about Computing, Digital Literacy and Information Technology. Unit 1 Communication & Networks Unit 2 HTML5 & CSS3 Unit 3 Introduction to Python Unit 4 Controlling Python Turtles Unit 5 Computer Graphics Table 2 Algorithms Programming & Development Data & Data Representation Hardware and Processing Communication & Networks Unit 2 Unit 2 Unit 1 Unit 1 Unit 1 Unit 1 Unit 3 Unit 3 Unit 3 Unit 5 Unit 5 Unit 4 Unit 4 Unit 4 Unit 5 Red = Computing Green = Digital Literacy Blue = Information Technology Information Technology Based upon the KS3 National Guidance for Secondary School Teachers, the Progression Pathways KS3 document, this file sets out the main curriculum areas for computing breaking the three main strands of Digital Literacy, Computing and Information Technology down into more specific sections. The Schemes of Work developed for Key Stage 3 have been mapped carefully to these pathways. 6
7 Year 8 Scheme of Work Breakdown Unit 1 - Communication and Networking Lesson 1 Using Search Engines and Understanding Accuracy, Reliability and Bias Lesson 2 Understanding how Search Engines Work Lesson 3 Understanding the Internet, World Wide, Web, SaaS & Cloud Computing Lesson 4 - Understanding how devices Communicate using Networks Lesson 5 Learning about modern Internet Based Services Lesson 6 Understanding the threats to Computer Networks Lesson 7 Communication and Networking Assessment Activity Lesson 8 - Feedback, Evaluation and Improvement Unit 2 Web Development using HTML5 and CSS3 Lesson 1 Critically Evaluating Websites Lesson 2 An Introduction to HTML5 Lesson 3 Writing HTML5 code and Hyper linking Webpages Lesson 4 Creating Cascading Style Sheets (CSS3) and linking to HTML5 webpages Lesson 5 Designing your own Multi Page Website Lesson 6 HTML5/CSS3 Unit Assessment Creating your own Multi Page Website Lesson 7 HTML5/CSS3 Unit Assessment Creating your own Multi Page Website Lesson 8 HTML5/CSS3 Unit Assessment Creating your own Multi Page Website Lesson 9 HTML5/CSS3 Unit Assessment Creating your own Multi Page Website Lesson 10 Feedback, Evaluation and Improvement Unit 3 Introduction to Computer Programming using Python Lesson 1 An Introduction to the Python Programming Language Lesson 2 Introducing Data Types Lesson 3 - Programming with Conditional Statements Lesson 4 Programming using While Loops and the Random Function Lesson 5 Programming using For Loop and the Range Function Lesson 6 Python Programming Assessment Activity Lesson 7 - Feedback, Evaluation and Improvement Unit 4 Control Programming Python Turtles Lesson 1 Learning how to make a Turtle draw shapes on a GUI. Lesson 2 Programming Loops so our Turtle Repeats Patterns Lesson 3 Programming Conditions and Functions to add User Interaction Lesson 4 Learning about Parameters are and use them to draw complex patterns Lesson 5 - Programming Lists and use them to Store Program Data Lesson 6 Parameters, Lists, Randomness and Advanced Turtle Techniques Lesson 7 Python Turtle Control Programming Assessment Activity Lesson 8 - Feedback, Evaluation and Improvement Unit 5 Computer Graphics Lesson 1 Understanding Computer Graphics Lesson 2 Developing Digital Photography Skills Lesson 3 Developing Graphic Editing Skills Lesson 4 Assessment Creating Digital Graphics to Advertise an Event Lesson 5 Assessment Creating Digital Graphics to Advertise an Event Lesson 6 Feedback, Evaluation and Improvement Homework 7
8 Mapping the Year 9 Scheme to the Computing Curriculum: The Year 9 Scheme has been carefully developed to ensure it fits into the National Computing Curriculum Progression Pathway. The five units cover the main strands of the curriculum to ensure year 9 pupils learn about Computing, Digital Literacy and Information Technology. Unit 1 Developing Apps Unit 2 Databases and Creating a Social Media System Unit 3 Programming Algorithms Unit 4 Developing an E-Commerce Website Table 3 Algorithms Programming & Development Data & Data Representation Hardware and Processing Communication & Networks Unit 1 Unit 1 Unit 1 Unit 1 Unit 1 Unit 1 Unit 2 Unit 2 Unit 3 Unit 2 Unit 2 Unit 2 Unit 3 Unit 3 Unit 4 Unit 4 Unit 4 Red = Computing Green = Digital Literacy Blue = Information Technology Information Technology Based upon the KS3 National Guidance for Secondary School Teachers, the Progression Pathways KS3 document, this file sets out the main curriculum areas for computing breaking the three main strands of Digital Literacy, Computing and Information Technology down into more specific sections. The Schemes of Work developed for Key Stage 3 have been mapped carefully to these pathways. 8
9 Year 9 Scheme of Work Breakdown Unit 1 - Developing Apps Lesson 1 Introduction to AppInventor and Making your first App Lesson 2 Developing Apps that Respond to User Interactions Lesson 3 Developing a Game App Bat the Rat Lesson 4 - Developing a Game App Bat the Rat Lesson 5 Creating a Platform Game App called Space Raiders Lesson 6 Creating a Platform Game App called Space Raiders Lesson 7 Creating an Interactive Picture Quiz App Lesson 8 - Creating an Interactive Picture Quiz App Lesson 9 Planning and Designing your Own App Lesson 10 - Implementing your Own Android App Lesson 11 - Implementing and Testing your Own Android App Lesson 12 - Feedback, Evaluation and Improvement Unit 2 Databases and Creating a Social Media System Lesson 1 Introduction to Databases and Creating a Simple Database Lesson 2 Querying, Sorting and Filtering Data Lesson 3 Understanding the Difference between Flat File and Relational Databases Lesson 4 Creating User Interfaces for Databases using Forms Lesson 5 Creating a Web Front End for a Database Lesson 6 Assessment Activity Creating a Database Social Media System natter Lesson 7 Assessment Activity Creating a Database Social Media System natter Lesson 8 Feedback, Evaluation and Improvement Unit 3 Understanding Algorithms with Python Lesson 1 Using Algorithms to play Noughts and Crosses Lesson 2 Introducing Recursion using the Fibonacci Sequence Lesson 3 - Sorting Algorithms and Programming BubbleSort Lesson 4 Understanding Ciphers, Encryption and Decryption Lesson 5 File Operations Read from and Write to External Data Files Lesson 6 Algorithms Assessment Activity Create a Quiz, Store and Sort Results Lesson 7 - Algorithms Assessment Activity Create a Quiz, Store and Sort Results Lesson 8 - Feedback, Evaluation and Improvement Unit 4 E-Commerce Web Development Lesson 1 Understanding why Websites are Designed for Mobile Devices Lesson 2 Using Dreamweaver to develop an E-Commerce website Lesson 3 Adding User Interaction using Cascading Style Sheets (CSS3) Lesson 4 Using Cascading Style Sheets (CSS3) to create Special Effects Lesson 5 - Scripting a Store Front and Checkout Page for you E-Commerce Website Lesson 6 Assessment Using HTML5 & CSS3 to Develop your E-Commerce System Lesson 7 Assessment Using HTML5 & CSS3 to Develop your E-Commerce System Lesson 8 - Assessment Using HTML5 & CSS3 to Develop your E-Commerce System Lesson 9 User Testing, Feedback and Evaluation Lesson 10 Making Improvements Homework 9
10 English Maths Science Art Design Technology Geography PSHE English Maths Science Art Design Technology Geography PSHE English Maths Science Art Design Technology Geography PSHE Cross Curricular Links Year 7nquirers Unit 1 - School Network and Unit 2 Digital Gaming Unit 3 Hardware & Software Unit 4 Data Representation Unit 5 E-Safety Unit 6 Data Modelling Cross Curricular Links Year 8nquirers Unit 1 Communication & Networks Unit 2 HTML5 & CSS3 Unit 3 Introduction to Python Unit 4 Controlling Python Turtles Unit 5 Computer Graphics Cross Curricular Links Year 9nquirers Unit 1 App Development Unit 2 Databases and Social Media Unit 3 Programming Algorithms Unit 4 Developing an E-Commerce System 10
11 Differentiation This scheme has been designed to encourage pupils to become independent computational thinkers Lessons are differentiated by task and outcome and this is reflected in the learning objectives and lesson activities. Each lesson will involve the pupils working independently, and in some cases in group work activities. The teacher can apply their own professional judgement on which groups of pupils to help in a particular lesson. All home learning activities include extension tasks designed to stretch all pupils particularly the most able. Assessing Progress Each unit has a mark sheet that the pupils can keep in their work folders. It is recommended that each pupil has a work folder in which to put their printed work, handouts, mark sheets and homework they have completed. The mark sheet has been mapped to the Computing Progression Pathway document to ensure it accurately reflects the KS3 Computing curriculum. The first page provides learning statement that have been written to provide the pupils with the opportunity to reflect on their progress and identify the level they are working at and what they are aiming for. The second page gives the teacher the opportunity to record detailed feedback on particular pieces of work and the pupil the opportunity to respond to and teacher comments and comment on pieces of work they felt went well or any areas where they may improve. Work can be teacher, self or peer assessed and recorded on the mark sheet. Marking codes can be adapted for your particular institution. 11
12 Recording and Tracking Marks You will already have systems at your institution to record and track pupil progress so a mark book system has not been included with these resources. However, I do have an automated Excel mark book system available for free if you require it. [email protected] 12
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