Curriculum Area: ICT Year: Y8 Reviewed in the light of the new national curriculum July 2014

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Module 1 ESafety Unit 1: Under the hood of a computer TOPICS YEAR CURRICULUM HOW YOU CAN SUPPORT LEARNING AT HOME, EG. BOOKS, WEBSITES, FAMILY LEARNING THROUGH VISITS. Due to the internet and ICT in general becoming more and more popular amongst young people it is essential our young people are made aware of the dangers they There will be an assessment at the end of Module 1 could face online and when using so communication technology. This unit is designed to improve the student s understanding of using ICT safely, www.thinkyouknow.com in particular the internet and social networking sites. The course also covers basic ICT skills such as folder creation and saving work correctly by integrating these skills into the course content. This course helps the students to use the ICT that they are already familiar with but in a much safer way with raised awareness of potential dangers and how to avoid them and remain safe online. More guidance will be given in the presentation of work specifically for a given audience. This unit provides a brief outline of the history of computing; practical study of components that make up a computer; inputs, processing and outputs; data and binary; bits, bytes and megabytes. Pupils learn to think like a computer, and understand how computers process data. Back ground information can be found at: www.tutorialspoint.com/computer_fundamentals/index.htm www.bbc.co.uk/history/places/bletchley_park Unit 2: Think like a This unit introduces students to

computer scientist Unit 3: Drawing and manipulating Shapes Unit 4: Creating an animation computational thinking. Students are challenged to create an emergency evacuation plan for their school. This unit is designed to provide students with an understanding of the relationship between computer science and shape/ patterns in order to be able to write algorithms in a range of computer programming languages to draw basic shapes and design artworks. The students challenge is to write a program that creates an artwork based on drawing and positioning shapes found in Celtic or Islamic art. This unit requires the students to think about and create algorithms, so you will need to be comfortable with algorithms and the need for precision in framing instructions. Throughout we have supplied resources based on version 2.0 of Scratch, but you can use other graphical programming languages, such as BYOB, Alice or AppInventor. Students are challenged to program an animation to entertain an audience by recreating a dance routine from a music video using programming techniques such as sequences, iteration, procedures, selection and variables. please encourage your child to prepare for this please encourage your child to prepare for this

Unit 5: The foundations of computing Unit 6: How the web works Unit 7: Web page creation from the ground up By understanding how computers have developed, students are encouraged to not only create programs to carry out arithmetic calculations, but to think like a computer in order to so. Computers simply follow the instructions given to them, so we need to convert the instructions given by humans into something the computer can understand. Students are challenged to write a program to carry out simple arithmetic calculations in a language the machine can understand and to think like the machine in order to do this. This unit provides an opportunity to look at the way in which the web works technically, and cover the issues of reliability and e-safety. Students are challenged to research efficiently and effectively three programming languages named after famous people, understanding how searches work and how to evaluate the reliability of results. This unit provides students with the challenge of creating and uploading web pages. The student challenge is to design and code a web page and upload it to a server.

Unit 8: Designing for HCI: a handheld digital device Unit 9: Designing for HCI: an operating system interface Unit 10: Representing images This unit introduces students to the concept and principles of Human Computer Interaction and its importance in providing usable solutions for a range of audiences and needs. Students are challenged to design, for a specific user group and using future technology, a hand-held digital device to include phone functionality. Building on Unit 8, this unit covers the importance of operating systems and how they might develop in relation to on-going changes in technology. Students are challenged to design an interface for the operating system of the hand-held digital device that they designed in Unit 8. Students will need to think about the technology that will be available in the future and about the needs of their specific user group, to help them with their designs. This unit is designed to provide students with an understanding of how images and the colours within them are constructed in terms of binary and pixels. Resolution and image types are covered. Stenography hiding messages in text and images is covered. Followed by a lesson that requires students to look at how sequenced images can be used to create video (moving images). Students are challenged to learn about static images so they can stream a video.

Unit 11: Programming a calculator Unit 12: Programming a quiz This unit covers the use of different languages to program and execute a calculator for use by primary school students to solve defined problems. Students are presented with the scenario whereby children in a primary school have asked them to program a simple shape calculator (using a programming language of the students choice such as Scratch) to help them with their maths. We have provided students with a page from the primary Maths textbook to give students with an idea of the type of calculations they need help with. Developing further the principles and skills developed in Unit 11, this extends students work to program a quiz. The challenge for this unit is to program a maths quiz for primary school pupils. The quiz should ask the player for their name, and then use this in the questions. The quiz should contain sections of questions, each covering a different maths topic. At least one section should contain questions that the computer has generated randomly. All the answers should be numerical.