TCC Teacher Guide KS4
TCC Teacher Guide KS4
Guide
Key Stage 4
A guide to The Computing Curriculum
Key Stage 4 Teacher Guide
Contents
Introduction
The Computing Curriculum is our complete bank of free The aims of The Computing Curriculum are as follows:
lesson plans and other resources that offer you everything
you need to teach computing lessons to all school-aged • Reduce teacher workload
learners. It helps you cover the full breadth of computing, • Show the breadth and depth of computing, particularly
including computing systems, programming, creating beyond programming
media, data and information, and societal impacts of • Demonstrate how computing can be taught well, based
digital technology. on research
• Highlight areas for subject knowledge and pedagogy
The 500 hours of free, downloadable resources within The enhancement through training
Computing Curriculum include all the materials you need in
your classroom: from lesson plans and slide decks to The Computing Curriculum resources are regularly
activity sheets, homework, and assessments. To our updated in response to teachers’ feedback. You can share
knowledge, this is the most comprehensive set of free your feedback at http://the-cc.io/feedback or by email to
teaching and learning materials for computing and digital resourcesfeedback@raspberrypi.org.
skills in the world.
Curriculum design | Key Stage 4 Teacher Guide | 2
Curriculum design
The approach we reviewed examples of each of these from England and • Design and development — Understand the activities
beyond. All learning outcomes can be described through involved in planning, creating, and evaluating
Coherence and flexibility our computing taxonomy of eleven strands, ordered computing artefacts
The Computing Curriculum is structured in units. For alphabetically as follows: • Effective use of tools — Use software tools to support
these units to be coherent, the lessons within a unit computing work
must be taught in order. However, across a year group, • Algorithms — Be able to comprehend, design, create, • Impact of technology — Understand how individuals,
the units themselves do not need to be taught in a and evaluate algorithms systems, and society as a whole interact with
particular order, with the exception of units on • Artificial intelligence — Developing computer systems computer systems
programming, where concepts and skills rely on that determine the relationships between inputs and • Programming — Create software to allow computers
students’ prior learning and experiences. output in order to make predictions rather than to solve problems
following programmed instructions • Safety and security — Understand risks when using
Knowledge organisation • Computer networks — Understand how networks can technology, and how to protect individuals and
The Computing Curriculum uses our taxonomy of be used to retrieve and share information, and how systems
computing content to ensure comprehensive coverage of they come with associated risks
the subject. The taxonomy provides a way to look at and • Computer systems — Understand what a computer is, and Our taxonomy provides categories and an organised view
describe the subject of computing as a set of how its constituent parts function together as a whole of content to encapsulate the discipline of computing.
interconnected topics; it doesn’t define standards or • Creating media — Select and create a range of media Whilst all strands are present at all phases, they are not
curricula. There are, of course, many ways of organising including text, images, sounds, and video always taught explicitly.
the subject matter, implemented through exam • Data and information — Understand how data is stored,
specifications, textbooks, schemes of learning, and organised, and used to represent real-world artefacts
various progression guides. For our computing taxonomy, and scenarios
Curriculum design | Key Stage 4 Teacher Guide | 3
Every unit of work in The Computing Curriculum contains: a unit overview; a learning graph, to show the
progression of skills and concepts in a unit; lesson content — including a detailed lesson plan, slides for
learners, and all the resources you will need; and formative and summative assessment opportunities.
Programming part 1 - Programming part 2 - Programming part 3 - Programming part 4 - Programming part 5 - Algorithms part 2 - Searching
Year 10
Sequence Selection Iteration Subroutines Strings and lists and sorting (L4-12)
Programming part 6 -
Year 11
Physical computing -
OOP
Build a robot buggy
Note that the top row of each section symbolises a double lesson
Structure of the units of work | Key Stage 4 Teacher Guide | 6
Programming part 1 -
Sequence Determine the need for translators. Use sequence, variables, and input in Python. Design programs using a flowchart.
(5 lessons)
Programming part 2 -
Selection Use randomisation in programs. Work with arithmetic and logical expressions. Use selection and nested selection in Python.
(6 lessons)
Programming part 3 -
Iteration Use a while loop and a for loop in Python. Perform validation checks on data entry. Design programs using pseudocode.
(6 lessons)
Programming part 4 -
Explain the differences between a procedure and a function. Describe scope of variables. Use functions
Subroutines
and procedures as part of the structured approach to programming. Test a program for robustness.
(7 lessons)
Programming part 5 -
Define the term ‘graphical user interface’ (GUI). Perform string handling operations.
Strings and lists
Describe the differences between a list and an array. Manipulate a list. Work with 2D lists.
(11 lessons)
Programming part 6 -
Dictionaries and data files Use a record and a dictionary data structure. Access and modify external data files. Complete a complex programming project.
(15 lessons)
Structure of the units of work | Key Stage 4 Teacher Guide | 7
Algorithms part 1 -
The essentials Define the terms ‘decomposition’, ‘abstraction’, and ‘algorithmic thinking’. Use trace tables.
(3 lessons)
Algorithms part 2 -
Searching and sorting Describe a linear and binary search. Explain the key algorithms for a bubble, merge, and insertion sort.
(9 lessons)
Computer systems Describe the role of the CPU. Explain the processes of the fetch-decode-execute cycle. Determine the role of main memory and secondary
(13 lessons) storage. Construct truth tables for three input logic circuits. Write a program using assembly language (LMC).
Data representations Explain how numbers, text, images, and sound are represented using binary digits.
(18 lessons) Perform operations on binary digits. Convert between units of measurement.
Impacts of technology
Determine the ethical, legal, environmental, and cultural impacts of technology.
(8 lessons)
Structure of the units of work | Key Stage 4 Teacher Guide | 8
Computer networks Describe network components. Explain connectivity and distinguish between the various types.
(13 lessons) Describe the four layers of the TCP/IP model. Protect a network from threats.
Network security
Describe the various ways that users and organisations can be affected by cyberattacks. Demonstrate how organisations can prevent cyberattacks.
(7 lessons)
Databases and SQL Describe a database and list its key terms. Determine the difference between a flat file and a relational database.
(5 lessons) Use structured query language (SQL) to retrieve and update data in a database.
Object-oriented
programming Define and apply the principles of object-oriented programming. Create a class in Python and use its attributes and methods.
(5 lessons)
Structure of the units of work | Key Stage 4 Teacher Guide | 9
Year 10/11 Online safety IT and the world of work Media Physical computing - Spreadsheets Using IT in project
Build a robot buggy management
Online safety Recognise ways to build a positive online reputation. Discuss the ethics surrounding big data. Identify fake news and explain why it exists.
(10 lessons) Describe the laws governing online content. Recognise illegal content and describe how to report it.
IT and the world of work Examine modern technology tools that assist with inclusivity and accessibility. Evaluate effective online communication and collaboration.
(6 lessons) Create a positive work environment for remote working.
Media Create pre-production planning materials. Create raster and vector graphics. Utilise the software required for digital video creation.
(7 lessons) Create a multi-page website using open source tools.
Spreadsheets
Use functions, formulas, and formatting in a spreadsheet. Develop a spreadsheet for a given scenario.
(6 lessons)
Structure of the units of work | Key Stage 4 Teacher Guide | 10
Physical computing -
Build a robot buggy Use a Raspberry Pi Pico microcontroller to explore inputs and outputs, and utilise a range of hardware components,
(6 lessons) including motors, reflective optical sensors, LEDs, and an ultrasonic sensor.
Spreadsheets
Use functions, formulas, and formatting in a spreadsheet. Develop a spreadsheet for a given scenario.
(6 lessons)
Using IT in project
management Identify why project management is important and recognise the common tools used. Manage a project for a given scenario.
(10 lessons)
Structure of the units of work | Key Stage 4 Teacher Guide | 11
Programming part 2
Programming part 3
Programming part 4
Programming part 5
Programming part 6
Computer networks
Network security
The Essentials
Spreadsheets
Online safety
robot buggy
and sorting
Media
HTML
Develop their capability, creativity, and knowledge in computer
science, digital media, and information technology. ✓✓✓✓✓✓ ✓ ✓ ✓✓✓✓✓✓✓✓ ✓✓✓ ✓
Develop and apply their analytic, problem-solving, design,
and computational thinking skills. ✓✓✓✓✓✓ ✓ ✓ ✓✓ ✓✓ ✓ ✓
Understand how changes in technology affect safety,
including new ways to protect their online privacy and
identity, and how to report a range of concerns.
✓ ✓ ✓
Structure of the units of work | Key Stage 4 Teacher Guide | 12
Teaching order
GCSE computer science
The order in which to teach the GCSE units is not
prescribed. You may wish to pick and choose the units that
are suitable for your setting. However, a suggested teaching
order has also been provided earlier in this document.
Non-GCSE computing
The order in which to teach the non-GCSE units is not
prescribed. You may wish to pick and choose the units that
are suitable for your setting. However, a suggested teaching
order has also been provided earlier in this document.
Progression | Key Stage 4 Teacher Guide | 14
Progression
The learning graphs often show more statements than objectives, while others are smaller steps towards these are designed for teachers, whereas the learning objectives
there are learning objectives. All of the skills and concepts milestones, which form success criteria. Please note that and success criteria are age-appropriate so that they can
learnt are included in the learning graphs. Some of these the wording of the statements may be different in the be understood by learners.
skills and concepts are milestones, which form learning learning graphs than in the lessons, as the learning graphs
Progression | Key Stage 4 Teacher Guide | 15
Conceptual
Define database
background key terms (table, Describe the
Describe a Describe a flat file Describe a Describe the
and design database
record, field,
database relational database function of SQL
function of
primary key,
processes foreign key) types.
Language
features Key:
Programming
Search Sort retrieved data Modify Modify Modify
constructs in SQL Concept
SELECT, FROM, ORDER BY INSERT INTO UPDATE, SET DELETE FROM
Skill WHERE
Links:
Direct prerequisite Search operators
*, >, <, =
direct prerequisite
Resources are updated regularly - the latest version is available at: the-cc.io/curriculum.
This resource is licensed by the Raspberry Pi Foundation under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International licence. To view a copy of this license, visit, see
creativecommons.org/licenses/by-nc-sa/4.0/
Pedagogy | Key Stage 4 Teacher Guide | 16
Pedagogy
Computing is a broad discipline, and computing teachers Lead with concepts Get hands-on
require a range of strategies to deliver effective lessons Support learners in the acquisition of knowledge, through Use physical computing and making activities that offer
to their learners. Our pedagogical approach consists of the use of key concepts, terms, and vocabulary, providing tactile and sensory experiences to enhance learning.
12 key principles underpinned by research: each principle opportunities to build a shared and consistent Combining electronics and programming with arts and
has been shown to contribute to effective teaching and understanding. Glossaries, c
oncept maps (the-cc.io/qr07), crafts (especially through exploratory projects) provides
learning in computing. and displays, along with regular recall and revision, can learners with a creative, engaging context to explore and
support this approach. apply computing concepts.
It is recommended that computing teachers use their
professional judgement to review, select, and apply Work together Unplug, unpack, repack
relevant strategies for their learners. Encourage collaboration, specifically using pair Teach new concepts by first unpacking complex terms
programming (the-cc.io/qr03) and peer instruction and ideas, exploring these ideas in unplugged and
These 12 principles are embodied by The Computing (the-cc.io/qr04), and also structured group tasks. Working familiar contexts, then repacking this new understanding
Curriculum, and you can find examples of their together stimulates classroom dialogue, articulation of into the original concept. This approach, called ‘semantic
application throughout the units of work at every key concepts, and development of shared understanding. waves’ (the-cc.io/qr06), can help learners develop a
stage. Beyond delivering these units, you can learn more secure understanding of complex concepts.
about these principles and related strategies in The Big
Book of Computing Pedagogy we have collated
(the-cc.io/pedagogy).
Pedagogy | Key Stage 4 Teacher Guide | 17
Foster program comprehension Challenge misconceptions Read and explore code first
Use a variety of activities to consolidate knowledge and Use formative questioning to uncover misconceptions When teaching programming, focus first on code ‘reading’
understandingof the function and structure of programs and adapt teaching to address them as they occur. activities, before code writing. With both block-based and
(the-cc.io/qr12), including debugging, tracing, and Parson’s Awareness of common misconceptions alongside text-based programming, encourage pupils to review and
Problems. Regular comprehension activities will help secure discussion, concept mapping, peer instruction, interpret blocks of code. Research has shown that being
understanding and build connections with new knowledge. or simple quizzes can help identify areas of confusion. able to read, trace, and explain code augments pupils’
ability to write code.
Create projects Make concrete
Use project-based learning activities to provide learners Bring abstract concepts to life with real-world, contextual
with the opportunity to apply and consolidate their examples, and a focus on interdependencies with other
knowledge and understanding. Design is an important, curriculum subjects. This can be achieved through the
often overlooked aspect of computing. Learners can use of unplugged activities, proposing analogies,
consider how to develop an artefact for a particular user or storytelling around concepts, and finding examples of
function, and evaluate it against a set of criteria. the concepts in pupils’ lives.
Assessment | Key Stage 4 Teacher Guide | 18
Assessment
Resources
The Computing Curriculum units require the use of a combination of hardware, software, and websites. Outlined below are:
Note: It may be useful to make the manager of your network aware of all hardware, software, and website requirements
before delivering a unit to a class.
Computer networks • You can carry out network simulation using • youtu.be/Cg_XeRSD6Rg
Packet Tracer: • en.wikipedia.org/wiki/LoRa
www.netacad.com/courses/packet-tracer • www.ieee802.org/3
• www.ieee802.org/11
• en.wikipedia.org/wiki/Local_area_network
• en.wikipedia.org/wiki/Wide_area_network
• en.wikipedia.org/wiki/Personal_area_network
• en.wikipedia.org/wiki/Bus_network
• en.wikipedia.org/wiki/Ring_network
• en.wikipedia.org/wiki/Star_network
• en.wikipedia.org/wiki/Mesh_networking
• en.wikipedia.org/wiki/Peer-to-peer
• en.wikipedia.org/wiki/Client%E2%80%93server_model
• en.wikipedia.org/wiki/Dynamic_Host_Configuration_Protocol
• youtu.be/Dxcc6ycZ73M
• youtu.be/fK7oAc_V-Kk
• youtu.be/tT4AaelwvV4
• youtu.be/AEaKrq3SpW8
Resources | Key Stage 4 Teacher Guide | 27
Databases and SQL • Database software with SQL capabilities (SQLite • www.draw.io
is recommended: the-cc.io/ks4-sqlitebrowser) • www.w3schools.com/sql/exercise.asp
The Computing Curriculum units require the use of a combination of hardware, software, and websites. Outlined below are:
Note: It may be useful to make the manager of your network aware of all hardware, software, and website requirements
before delivering a unit to a class.
IT and the world of work • Word processing software with built-in • informationisbeautiful.net
collaboration tools (e.g. Google Docs) • gsuite.google.co.uk
• slack.com/intl/en-gb/features
• evernote.com
• www.cloudconnect.net
• www.skype.com/en/business
• www.webex.com/team-collaboration.html
• www.dropbox.com/en_GB/features/content-collaboration
• trello.com/en-GB
• https://www.centenaryuniversity.edu/academics/academic-resources-advising/
online-coursework-tips/online-etiquette/
• www.infoworld.com/article/2683784/what-is-cloud-computing.html
• www.idc-online.com/technical_references/pdfs/data_communications/Ad_Hoc_
Network.pdf
• www.posturite.co.uk/help-advice/useful-resources/learning-guides/what-is-
ergonomics
Resources | Key Stage 4 Teacher Guide | 31
Raspberry Pi Foundation
The Raspberry Pi Foundation is a UK-based charity with • The mindsets that enable them to confidently engage • Research: To deepen our understanding of how young
the mission to enable young people to realise their full with technological change and to continue learning people learn about computing and how to create with
potential through the power of computing and digital about new and emerging technologies digital technologies, and to use that knowledge to
technologies. increase the impact of our work and advance the field
Our long-term goals of computing education
Our vision is that every young person develops:
• Education: To enable any school to teach students about For more free support for teachers, including online
• The knowledge, skills, and confidence to use computers computing and how to create with digital technologies, courses to enhance your understanding of computing
and digital technologies effectively in their work, through providing the best possible curriculum, content and pedagogy, visit: raspberrypi.org/teach.
community, and personal life; to solve problems and to resources, and training for teachers
express themselves creatively • Non-formal learning: To engage millions of young
• Sufficient understanding of societal and ethical issues people in learning about computing and how to create
to be able to critically evaluate digital technologies with digital technologies outside of school, through
and their application, and to design and use online resources and apps, clubs, competitions, and
technology for good partnerships with youth organisations
Resources are updated regularly - the latest version is available at: the-cc.io/curriculum.
This resource is licensed by the Raspberry Pi Foundation under a Creative Commons Attribution-NonCommercial-
ShareAlike 4.0 International licence. To view a copy of this license, visit, see creativecommons.org/licenses/by-nc-sa/4.0/.