Nunnery wood high school 7

Computing & Business

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Computing is not about computers anymore. It is about living.” NICHOLAS NEGROPONTE, FOUNDER MIT

The Computing and Business department encompasses many different subject disciplines; Computer Science, Creative iMedia and Business Studies. Through these disciplines we aim to develop student’s capability, creativity and knowledge in Computer Science, Digital Literacy and Information Technology, to develop and apply their analytic, problem-solving, design, and computational thinking skills and to understand how changes in technology affect: legislation, ethics, as well as safety, including new ways to protect their online privacy and identity, and how to report a range of concerns. Along with this we consider the impacts of Artificial Intelligence within the application of ethics, software design and careers.

This combination of principles, practice, and invention makes it an extraordinarily useful and an intensely creative subject, which develops students who have the resilience to try and not be scared to make mistakes, to solve their errors independently, debugging their programs as they go, leading to that all important “eureka” moment when their program runs perfectly. We will support all students in this endeavour, from those that aspire to be the next Bill Gates or Elon Musk, to those that find learning a new language more challenging.  We have an irresistible belief that all students at Nunnery Wood should leave with at least strong IT skills and a good experience of programming allowing them to communicate in a digital world and be adequately skilled in a rapidly changing, IT driven society that is growing at an exponential rate, but also to send into further education or the working world confident computer programmers and digital content creators with the skills to build the world of tomorrow. Students will also be equipped to understand A.I. and make effective use of it in an ever changing world.

In Business Studies students will consider the practical application of business concepts. The department provides opportunities to explore theories and concepts in the most relevant way, through the context of events in the business and economic world. The knowledge and skills gained from this will provide students with a firm foundation for further study, employment or life skills that will become invaluable. 

 


Staffing Structure
Curriculum Leader: Mr L Boniface
Email: l.boniface@nunnerywood.worcs.sch.uk
Phone: 01905 363667

Team Structure
Curriculum leader
Assistant Curriculum Leader
3x Teacher of Computing & Business


Curriculum Facilities
4 designated computer suites holding 32 PC’s each for use within the Computing department. The department also has a wide range of technology resources such as virtual reality, drones, spheros, Micro:Bits, computer hardware, gaming/arcade consoles, robotics, Raspberry Pis and more.

KS3

KS3 Description of the key skills, knowledge and understanding that are a prime focus of KS3 teaching in the subject area

A high-quality computing education equips student to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science, and design and technology, and provides insights into both natural and artificial systems. At the core of computing is computer science, in which students are taught the principles of information and computation, how digital systems work, and how to put this knowledge to use through programming. Building on this knowledge and understanding, students are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that students become digitally literate – able to use, and express themselves and develop their ideas through, information and communication technology – at a level suitable for the future workplace and as active participants in a digital world. Students learn a wide range of online safety issues and how to deal with this head on. They become equipped to live safely in an ever-changing digital world where access to social media and the virtual realm is constant.

 

Organisation of the KS3 curriculum and how students are assessed (brief summary of long term plan of units and very approximate timings.

Year 7
• Online Safety & Using the School NetworK
• Word Processing
• Algorithms and Control Systems (Flowol)
• Understanding Computers (CPU, Memory, Binary)
• Programming the BBC:MicroBit in Python
• Coding and Multimedia Activities

Year 8
• Programming Using Java in Processing
• Online Safety and Comic Strip Creation
• Binary Recap
• History of Computers and Cryptography
• Intro to Python Programming
• Algorithms and Control Systems (Flowol) Recap

Year 9
• Python Programming Next Steps 1
• Spreadsheets and Business Studies
• Photoshop Graphics
• Networks and Cybersecurity/Online Safety
• Python Next Steps 2
• The Media Industry and Multimedia

Sources of information that may be useful

www.w3schools.com
www.code.org/learn
www.codecademy.com/learn/python
www.cyberfirstschools.co.uk
www.nationalcrimeagency.gov.uk/cyber-choices

KS4 - Computer Science OCR

KS4 Description of the key skills, knowledge and understanding that are a prime focus of KS4 teaching in the subject area

Computer Science brings with it a range of theoretical and practical skills that examine how computers work and how programs are planned and written. Although computers are used for processing data and information, the study of Computer Science looks at creating such processes from scratch. This includes using a range of programming languages to solve problems, however, it is the solving of such problems that encompasses the main focus in the subject. Computational thinking (the ability to ‘think like a computer’ and formulate effective solutions to problems) is a key skill that studentss will grasp during the study of Computer Science. The creation and understanding of algorithms to plan code and the ability to decompose problems down into smaller steps is a key part of understanding computer programming.

The GCSE also combines sciences and mathematics to understand how computers use binary to represent all data and grasp key concepts of computer hardware and software. How do hardware and software communicate? How does a CPU understand numbers, characters, images and sound? How do computers communicate with each other over networks and the internet? Issues around cyber security and prevention are also studied, looking at a range of threats to computer systems and how to tackle them. Students will also look at the ethical, legal, cultural and environmental impacts of technology in an ever-changing world, including how Artificial Intelligence is changing the way we work and the positive and negative implications of this.

 

Organisation of the KS4 curriculum (brief summary of long term plan of units and very approximate timings)

The course begins with learning key concepts of programming and algorithms. This includes creating algorithms to solve particular programs and then implementing these in a programming language. Intertwined with this theoretical concepts of computing are covered in preparation for the Computer Systems exam.

Throughout the two years, students will become competent programmers who are able to use decomposition to break problems down into smaller steps, plan how to solve these problems and draw effective results using Python programming languages as well as others. Much of the development that takes place focuses on ‘thinking’ how to go about creating these solutions to develop strong computational thinkers.

Assessment

Students sit two examinations at the end of Year 11:
• Computer Systems Examination – 1 hour 30 minutes (50% of GCSE)
• Computational thinking, algorithms and programming (CTAP)
• Examination – 1 hour 30 minutes (50% of GCSE)

KS4 - Creative iMedia OCR

KS4 Description of the key skills, knowledge and understanding that are a prime focus of KS4 teaching in the subject area

In Creative iMedia, students dive into the dynamic world of digital media production, developing practical skills in areas such as graphic design, web development, animation, and interactive multimedia. Through hands-on projects, they learn how to create digital graphics, plan and design websites, and develop multimedia products using industry-standard software. This course not only fosters creativity but also equips students with problem-solving and project management skills, preparing them for careers in the ever-evolving digital media industry. It's an exciting blend of creativity, technology, and communication, offering students a chance to turn their ideas into impactful media products.

Students complete two engaging coursework units that mirror real-world industry experiences by following client-style briefs. In the digital graphics unit, they design and produce high-quality visuals tailored to client specifications, learning how to communicate ideas effectively through digital imagery. In the website design unit, students plan, build, and test functional websites that meet the requirements of a mock client, simulating a professional project environment. These coursework tasks provide invaluable experience in managing client expectations, meeting deadlines, and delivering creative solutions, just like in the media and technology industries. In addition to their coursework, students will sit an exam that tests their understanding of key concepts in digital media. The exam covers topics such as pre-production planning, copyright laws, file formats, target audiences, and how to effectively manage media projects. This knowledge is essential for working in the media industry and helps students develop a strong foundation in both the technical and creative aspects of digital media production.

 

Organisation of the KS4 curriculum (brief summary of long term plan of units and very approximate timings)

Students start in Year 10 learning key concepts and skills of understanding client requirements and how to apply this to create an effective solution. Students look at key conventions in creating digital graphics as well as the pre-production documents required to plan their final product. Whilst completing this coursework, students are able to gain key knowledge relating to the examination unit. At the end of Year 10 and into Year 11 students will complete their second coursework unit tailored around planning and creating a website to a client’s specification. Students then cover key examination content to understand the theory behind IT in the modern world ready to sit their exam at the end of Year 11.

 

Assessment

Students complete 2 coursework units and 1 exam:
• NEA (coursework): Digital Graphics (25% of qualification)
• NEA (coursework): Website Design (35% of qualification)
• Exam: Creative iMedia in Industry (40% of qualification)

KS4 - Business Studies AQA

KS4 Description of the key skills, knowledge and understanding that are a prime focus of KS4 teaching in the subject area

In Business Studies students apply their knowledge and understanding to different business contexts ranging from small enterprises to large multinationals and businesses operating in local, national and global contexts. They develop an understanding of how these contexts impact on business behaviour.

Students will apply their knowledge and understanding to business decision making including:
• the interdependent nature of business activity, influences on business, business operations, finance, marketing and human resources, and how these interdependencies underpin business decision making
• how different business contexts affect business decisions
• the use and limitation of quantitative and qualitative data in making business decisions.
The specification requires students to draw on the knowledge and understanding to:
• use business terminology to identify and explain business activity
• apply business concepts to familiar and unfamiliar contexts
• develop problem solving and decision making skills relevant to business
• investigate, analyse and evaluate business opportunities and issues
• make justified decisions using both qualitative and quantitative data including its selection,
interpretation, analysis and evaluation, and the application of appropriate quantitative skills.

 

Organisation of the KS4 curriculum (brief summary of long term plan of units and very approximate timings)

Students will study the following units throughout Years 10 and 11:
1 Business in the real world
2 Influences on business
3 Business operations
4 Human resources
5 Marketing
6 Finance

 

Assessment

Students sit 2 examinations at the end of Year 11.

• Influences of Operations and HRM on Business Activity Examination – 1 hour 45 minutes (50% of GCSE)
• Influences of Marketing and Finance on Business Activity Examination – 1 hour 45 minutes (50% of GCSE)