Computing Curriculum Intent 

  • To provide a broad and balanced computing education that develops competence in computer science, digital media, data literacy, and online safety.
  • To ensure that all students, regardless of background or starting point, develop fluency in digital tools and computational thinking through an inclusive and engaging curriculum.
  • To prepare students for further study at KS4 (e.g. Creative iMedia or Computer Science), as well as for the digital demands of modern life and employment. •To instill a secure understanding of digital responsibility, promoting safe, ethical, and informed use of technology.

Implementation

The curriculum is carefully sequenced across KS3, beginning with foundational knowledge in Year 7 (e.g. online safety, how computers work), and progressively building toward more complex technical and creative outcomes by Year 9 (e.g. game development, AI, web design).Core knowledge is interleaved and revisited (e.g. logic in Scratch, Python, spreadsheets, and games), allowing students to transfer and apply learning across contexts. Practical, hands-on learning is central - students regularly use industry-relevant tools (e.g. Python, Photoshop, Illustrator PowerPoint, HTML, databases) to complete real-world challenges. All learners have access to scaffolded resources, SEND-friendly versions of content, and opportunities for stretch and challenge. Key vocabulary is explicitly taught and reinforced. Lessons follow a clear “I do, we do, you do” model, promoting gradual independence and success for all. Units are underpinned by real-world links and careers education (e.g. game designer, cybersecurity analyst, digital content creator) to boost engagement and relevance. Assessment is formative and responsive, with regular opportunities to review, reflect and improve. Each year builds toward independent digital projects that showcase technical and creative skills.

“Great coders are todays rock stars” - Will.i.am 

Impact

Students leave KS3 with a secure and transferable skill set across computer science, •digital literacy, and creative media. They are confident, critical users and creators of digital content. •Our curriculum leads to outcomes that are consistently above national averages in KS4 Creative iMedia. Students leave KS4 with strong technical foundations and the ability to plan, create and evaluate multimedia products independently. •Students demonstrate rapid progress over time, including those with SEND and low prior attainment.

Learning Journeys

Computing Curriculum Map

“The computer was born to solve problems that did not exist before.” Bill Gates

Examination Boards

Creative iMedia - OCR

Student Resources