Curriculum Intent

The intent of ICT & Computer Science is to provide a skills-based curriculum that will equip our students with skills to us IT in the real world, to develop computational thinking and to develop their creativity.

We have designed our key stage 3 curriculum to provide students with challenges and new experience in computing, digital literacy and digital media, regardless of their prior knowledge of using computers. We also develop skills in Microsoft Office, MS Teams and collaborative working, this supports student’s ability to access all areas of the wider curriculum throughout their school life and beyond.

Curriculum Structure (Overview)

KS3 Curriculum

A high-quality computing education equip pupils to use computational thinking and creativity skills to understand and change in the world.

Computing has deeps links with mathematics, science and design technology, and provides insights into both natural and artificial systems.

The core of computing is computer science, in which pupils 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, pupils are equipped to use information technology to create programs, systems and a wide range of content.

Computing also ensures that pupils become digitally literate – able to use, and express themselves and develop their ideas through, information and communication technology – at a level suitable for future workplace and as active participants in a digital world.

Year 7

Term 1

Introduction & ICT skills

Term 2

Understand Computers

Term 3

Binary Bits and Bobs

Term 4


Term 5


Term 6

Introduction to Python

Introduction to computer science, logging in, network, email, using Office365 and Microsoft Teams. Students to sit a baseline assessment to determine computer science knowledge, skills and understanding.Students will learn about the components that make a working PC to identify what they do, as well as how to upgrade a PC. This will help students understand how a PC works and what to look for when buying or upgrading a PC.Binary Bits and Bobs introduce students to the binary number system, converting between binary and denary and simple binary addition. Students will also be taught how (and why) characters, images and sound are represented by the binary system.Students will be introduced to the idea of game design and programming. Students will start using programming  constructs to control characters and elements within a game.Students are introduced to BBC Micro Bit and are enabled the opportunity to explore how hardware and software interacts to build physical devices. Students have a choice if they want to use java script or block based IDE to showcase the logic and their programming skills.Student will be introduced to text based programming. Students will be taught how to sequence instructions through the use of the Python software. This unit focuses on using Python syntax language such as inputs, outputs and variables.



Year 8

Term 1

Introduction & My Digital World

Term 2

Database and Spreadsheet Modelling

Term 4


 Term 5

Algorithms with Flowgorithm

Term 6

Python Next Steps

Introduction to logging in, network, email, using Office365 and Microsoft Teams. Students to sit a baseline assessment to determine computer science knowledge, skills and understanding from year 7. This term students will learn how to use the internet safely and effectively. They will learn about copyright law, search engines (including use of Boolean logic for effective searching) and they will also learn about the dangers of the internet and ways to combat these dangers.

Handling Data – Database

Students are taught how to construct a database as well as how to create, edit and manipulate data using a real world example. This will help students to use databases within a business and be able to interrogate a database to find specific information.

Modelling – Spreadsheet

Students are taught how to create formulas and functions to help a business perform calculations. This helps students to create and edit spreadsheets for real world business in a variety of scenarios.

Students learn to sequence blocks of instructions to create a game. This visual based programming is the foundation for text based programming for those pupils which decide to undertake computer science in Year 9.Students are introduced to what algorithms are and how a computer must follow algorithms in order to process data. This topic includes pupils using algorithms to create flowcharts to demonstrate logical reasoning in computer systems.Students will develop their knowledge of text based programming from year 7 by using a professional piece of software to develop their own real life programs.


Year 9

Computer Science – StrandICT – Strand

Topics Covered

  • Computer Systems
  • Computational thinking, algorithms and programming concepts
  • Programming

Topic Covered

  • Software Skills (Microsoft Office, Photoshop, desktop publishing, video editing and animation)
  • Audience and purpose
  • Hardware and software
  • File and file management
  • Health and safety when using computer systems
  • Computers and the Law


KS4 Curriculum

There are 2 courses currently available for students in key stage 4: GCSE OCR Computer Science and a Cambridge Nationals Certificate in Creative iMedia.

Computer Science

Computer Science is engaging and practical, encouraging creativity and problem solving. It encourages students to develop their understanding and application of core concepts in computer science. Students also analyse problems in computational terms and devise creative solutions by designing, writing, testing and evaluating programs.

Creative iMedia

Creative iMedia is the integration of digital media including combinations of electronic text, graphics, moving images video and sound into a structured digital computerised environment that allows people to interact with the data for appropriate purpose. Students will learn to plan and design a graphic product, interactive media product and promotional video.

Computer ScienceCreative iMedia
  • To apply the concepts of computer science including abstraction, logic, algorithms and data representation
  • To analyse problems in computational terms, and have repeated practical experience of writing computer programs  in order to solve such problems.
  • To be competent, confident and creative users of information and communication technology.
  • To develop pupils’ theoretical knowledge and store technical words to improve their vocabulary.
  • To use digital technologies in ways that is effective, safe and complies with legislation
  • To apply the concept of project development, from planning and research, through to development and evaluation.
  • To analyse client needs and media conventions to create a product suited to purpose.
  • To develop skills across a range of graphics and media applications to create products that engages the target audience.
  • To develop literacy skills to support the evaluation of products.

Year 10

R087 Interactive Multimedia Product (Assignment 25%)

This unit will enable students to understand the basics of interactive multimedia products for the create and digital media sector. They will learn where and why interactive multimedia is used and what features are needed for a given purpose. It will enable them to interpret a client brief, and to use time frames, deadlines and preparation techniques as part of the planning and creation process when creating an interactive multimedia product.

R082 Creating Digital Graphics (Assignment 25%)

The aim of this unit is for students to understand the basics of digital graphics editing for the creative and digital media sector. They will learn where and why graphics are used and what techniques are involved in their creation.

Year 11

R081 Pre-production Skills (Written Exam 25%)

This will enable students to understand pre-production sills used in the creative and digital media sector. It will develop their understanding of the client brief, time frames, deadlines and preparation techniques that form part of the planning and creation process.

R089 Digital Video Sequence (Assignment 25%)

The aim of this unit is to enable students to discover where digital video sequences are used in the media industry and how these technologies are developed to reach an identified target audience as they as plan, create and edit a digital video sequence and review it against a specific brief.


The implementation of this curriculum ensures that when children leave The Victory Academy, they are competent and safe users of ICT with an understanding of how technology works. They will have developed skills to express themselves and be creative in using digital media and be equipped to apply their skills in Computing to different challenges going forward.

The curriculum is taught through the use of Microsoft Teams. Each pupil has a Microsoft Office365 account which allows them access to Teams for sharing and collaboration with their peers and teachers. The Microsoft Teams platform allows computing teachers to monitor progress and attainment in all aspects of the ICT/computing curriculum.

At The Victory Academy pupils are able to access all Office365 apps and Teams area to collaborate, submit and refine their classwork, homework and extension activities online in a cohesive and productive environment.

Knowledge Banks: Year 7

Knowledge Banks: Year 8

Knowledge Banks: Year 9


ICT Careers

ICT Careers Web links


Computer Science

Computer Science Careers

Computer Science Careers Web links

Useful Study Resources



T3 magazine

Stuff magazine

Computer Active magazine

ImagineFX magazine

3D World magazine

PC Pro magazine

Wired magazine

It Expert magazine

Interacting with Computers journal

How it Works magazine

Photoshop User magazine

Practical Photoshop magazine

Photoshop Creative magazine

Advanced Photoshop magazine

Website Links


Computer Science


SN Computer Science

The Computer Journal

Theory of Computer Systems

Website Links

The Computer Journal

Theory of Computer Systems