VISION
At Magna Academy, our vision for Computer Science is to deliver an ambitious and inclusive curriculum that equips all students with essential digital literacy, computational thinking, and practical problem-solving skills from the start of Key Stage 3. Rooted in the national curriculum, students will explore core principles such as algorithms, programming, data representation, computer systems and the ethical dimensions of digital technologies, while applying this knowledge through real-world, meaningful contexts. Our curriculum is designed to be both challenging and relevant, integrating applied learning opportunities that develop ‘power skills’ such as collaboration, communication, resilience, and creativity. Students engage with purposeful tasks linked to modern careers and emerging technologies, ensuring they understand the practical impact and potential of computing in today’s digital world. This foundation supports our ‘No Limits’ curriculum by preparing learners not only for academic progression into Key Stage 4, but also for the demands of an evolving workforce and society.
INTENT
Our intent for Computer Science is to deliver a coherent and forward-thinking curriculum from Years 7 to 9 that builds students’ confidence, creativity, and responsibility as both users and creators of technology. Our programme develops core knowledge and skills in computer science, digital literacy, and information technology. Each unit is designed to apply knowledge in real-world contexts, fostering analytical thinking, computational problem-solving, and digital resilience.
As students progress through Key Stage 3, they also engage with topics such as cybersecurity, data management, and digital communication, developing a deeper understanding of how digital systems operate and impact society. By the end of Year 9, learners will be equipped with the technical fluency and curiosity to succeed in specialised study and to navigate an evolving technological landscape with confidence and purpose.
IMPLEMENTATION
YEARS 7, 8 & 9: WHAT IS COVERED?
Rotation 1 | Rotation 2 |
Introduction to Computer Science & ICT Skills <br> Introduces fundamental concepts of computer science and develops basic ICT skills necessary for digital literacy. | Touch Typing: Beginner/Advanced/Intermediate Level <br> Develops typing proficiency at various levels, enhancing efficiency and accuracy in computer use. |
Online Safety & Computer Safety <br> Educates students on best practices for staying safe online and how to protect hardware and data from common risks. | Stop Motion Animation: Stories (PISKEL) <br> Engages creativity and technical skills by teaching students to create storytelling animations using the PISKEL tool. |
Google Apps: Classroom / Drive / Email <br> Trains students to effectively use Google Apps for education, improving their ability to collaborate and organize work digitally. | Animation Competition <br> Encourages students to apply their animation skills in a competitive and collaborative environment, fostering both creativity and technical acumen. |
CodeCombat / code.org (Projects) <br> Provides hands-on programming experience through interactive projects and games, aiming to build foundational coding skills and logical thinking. | KODU (Games Development) <br> Introduces basic principles of game design and development, allowing students to apply their creative and technical skills in creating interactive games. |
Tech Readiness (typing.com): Internet/Computer Basics <br> Covers essential skills for navigating and utilizing the internet and computers effectively, preparing students for more advanced technology use. | CrumbleBotXL (Basics) <br> Teaches the basics of robotics using the CrumbleBotXL platform, fostering an understanding of mechanical systems and programming in a hands-on way. |
YEAR 10: BTEC DIGITAL INFORMATION: WHAT IS COVERED?
Unit 1 | Unit 2 | Unit 3 | Unit 4 | Unit 5 | Unit 6 |
Development and planning of IT solutions, project management, and application skills. | Continued professional development logs, project planning, and execution. | Project development, creative solutions, and skills application. | Ethical considerations in data processing and security. | Exploration of post-secondary choices and career planning. | Advanced exploration of roles such as Data Analyst or Data Scientist, and IT Consultant. |
YEAR 11: BTEC DIGITAL INFORMATION: WHAT IS COVERED?
Unit 1 | Unit 2 | Unit 3 | Unit 4 | Unit 5 | Unit 6 |
Understanding User Interface and Project Planning: Types of User Interfaces (Text-based, Speech/Natural Language, GUI, Sensors, Menu/Forms), Factors Affecting User Interface Choice (Performance, Ease of Use, User Requirements), Hardware and Software Influences (Operating Systems, Screen Types, User Input Methods, Emerging Technologies). | Continued exploration of User Interface and Project Planning: Audience Needs (Accessibility, Skill Levels, Demographics), Design Principles (Colours, Font Style, Language, Layout), and Designing Efficient User Interfaces (Keyboard Shortcuts, Feedback, Object Grouping). | Using Project Planning Techniques: Planning Tools (Task Lists, Gantt Charts, Mood Boards), Methodologies (Waterfall, Agile, Scrum), Project Proposal and Plan Creation (Purpose, Timescales, Milestones). | Designing and Developing User Interfaces: Creating an Initial Design (Meeting User Requirements and design Specification) and developing a User Interface (Implementation). | Reviewing and Improving User Interfaces: Review Process (Assessing Strengths and Weaknesses, Audience Suitability, Ease of Use, Accessibility), Suggesting Improvements. | Characteristics of Data and Information: Concepts (Data, Information), Representation, Validation, Data Collection, Information Quality, Sectors Utilising Data Modelling, and Threats to Data Storage. |
Curriculum Overviews: ♦ KS3 Computer Science ♦ BTEC Digital Information Technology
Computer Science Age Related Expectations
IMPACT
Students will have the confidence, creativity, and technical skills to thrive in a digital world. Through a curriculum designed to be ambitious, inclusive, and connected to real life, they will learn how to solve problems, think logically, and use technology responsibly. They will explore how computers work, write their own programs, and understand the role of technology in society; including issues like cybersecurity and digital ethics. They will build important skills like communication, teamwork, and resilience, helping them to succeed not just in Computer Science, but in any path they choose. Most importantly, students will see how computing connects to their future, giving them the tools to shape it with confidence and purpose.