What does the course cover? The programme of study and National Curriculum links
The Wolsey Hall Computing course follows the National Curriculum for England at Key Stage 3.
We have ensured that all of the National Curriculum outcomes are covered in the course and the table below provides an overview of how the Wolsey Hall course can be mapped to the course textbooks and to the National Curriculum for England.
You may want to print out this overview Download this overview of the course and refer to it as you progress through the course. Do also bear in mind that:
- Before Module One, there is an introductory Welcome call with your tutor.
- At the end of Module Three, there is a mid-course review.
- At the end of Module Six, there is an end-of-course review.
Course introduction |
Read the Course Guide and call with your tutor |
Module One: The Internet of Things: Merging the physical and digital world |
National Curriculum Link |
Coursebook Pages |
Topic One (1.1): Introduction and Your place in the IoT
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Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems Understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns. |
Computing Stage 7 pages 8-11 |
Topic Two (1.2): How the IoT connects devices and Using sensors
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Computing Stage 7 pages 12-15 |
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Topic Three (1.3): Functions of an IoT device and Other hardware used on the IoT
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Computing Stage 7 pages 16-19 |
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Topic Four (1.4): Data storage and How we use the IoT at home
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Computing Stage 7 pages 20-24 |
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Topic Five (1.5): Commercial uses of the IoT and Transport and the IoT
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Computing Stage 7 pages 25-28 |
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Topic Six (1.6): Go further, Challenge yourself and Final project
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Computing Stage 7 pages 29-33 |
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ASSIGNMENT ONE |
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Module Two: Decomposing problems: Designing an app |
National Curriculum Link |
Coursebook Pages |
Topic One (2.1): Decomposing algorithms, Designing an app and How do I develop an app?
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Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems. Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems. Understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns. |
Computing Stage 7 pages 34-37 |
Topic Two (2.2): Target audience and Creating user stories.
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Computing Stage 7 pages 37-39 |
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Topic Three (2.3): User interface and data collection and Creating structure charts to model processes using decomposition.
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Computing Stage 7 pages 40-44 |
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Topic Four (2.4): User interfaces and data collection and Using wireframes and getting feedback.
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Computing Stage 7 pages 44-47 |
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Topic Five (2.5): Designing socks and selecting options.
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Computing Stage 7 pages 48-50 |
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Topic Six (2.6): Using interactivity and gestures to keep the customer happy.
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Computing Stage 7 pages 51-55 |
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ASSIGNMENT TWO |
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Module Three: HTML: It’s all news to me |
National Curriculum Link |
Coursebook Pages |
Topic One (3.1): About web news and HTML and Accessing news.
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Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users Create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usability Understand how instructions are stored and executed within a computer system; understand how data of various types (including text, sounds and pictures) can be represented and manipulated digitally, in the form of binary digits Understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns |
Computing Stage 7 pages 56-60 |
Topic Two (3.2): Navigating the news world, Social media and journalism and The fake news phenomenon.
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Computing Stage 7 pages 61-65 |
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Topic Three (3.3): Getting to know your URLs and Internet, Intranet or the World Wide Web.
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Computing Stage 7 pages 66-70 |
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Topic Four (3.4): Multimedia file types for web pages.
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Computing Stage 7 pages 71-75 |
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Topic Five (3.5): Getting to grips with HTML
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Computing Stage 7 pages 75-79 |
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Topic Six (3.6): Adding style to HTML pages.
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Computing Stage 7 pages 80-86 |
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ASSIGNMENT THREE |
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Module Four: Block it out: Creating a game |
National Curriculum Link |
Coursebook Pages |
Topic One (4.1): About scratch and User requirements and target audience.
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Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures [for example, lists, tables or arrays]; design and develop modular programs that use procedures or functions Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users Create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usability |
Computing Stage 7 pages 87-89 |
Topic Two (4.2): Animation with loops and sequencing.
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Computing Stage 7 pages 90-92 |
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Topic Three (4.3): Making decisions and managing movement and Avoidance tactics.
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Computing Stage 7 pages 93-99 |
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Topic Four (4.4): A variable amount.
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Computing Stage 7 pages 100-103 |
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Topic Five (4.5): Keeping score and Collecting user input for variables.
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Computing Stage 7 pages 104-107 |
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Topic Six (4.6): Making my blocks.
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Computing Stage 7 pages 108-114 |
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ASSIGNMENT FOUR |
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Module Five: Show and tell: Cloud based presentations & Data Mining Using spreadsheets |
National Curriculum Link |
Coursebook Pages |
Topic One (5.1): Working in the cloud and Going into the cloud.
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Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users. Create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usability. Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems. |
Computing Stage 7 pages 115-119 |
Topic Two (5.2): Get going with Google Docs and Page formatting and text layout.
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Computing Stage 7 pages 120-123 |
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Topic Three (5.3): Tools of the trade and Finishing the booklet.
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Computing Stage 7 pages 124-130 |
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Topic Four (5.4): Introducing Google Sheets and Adding navigation to a multimedia application.
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Computing Stage 7 pages 130-133 |
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Topic Five (5.5): Presenting with Slides and Navigational Links.
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Computing Stage 7 pages 134-139 |
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Topic Six (5.6): Keeping it moving.
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Computing Stage 7 pages 140-147 |
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Topic Seven (5.7): About spreadsheets, The structure of a spreadsheet & Formatting cells in a spreadsheet.
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Computing Stage 7 pages 148-152 |
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Topic Eight (5.8): Using simple formulas and functions in a spreadsheet & Using the chart feature to create visual information.
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Computing Stage 7 pages 153-161 |
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Topic Nine (5.9): How to set values in a spreadsheet based on conditions.
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Computing Stage 7 pages 162-168 |
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ASSIGNMENT FIVE |
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Module Six: Getting started with Arduino Projects |
National Curriculum Link |
Coursebook Pages |
Topic One (6.1): Getting Started and Building Your First Circuit
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Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems. Understand simple booleanlogic [for example, and, or and not] and some of its uses in circuits and programming; understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers [for example, binary addition, and conversion between binary and decimal] Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures [for example, lists, tables or arrays]; design and develop modular programs that use procedures or functions. Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems. Understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct and know how to report concerns. |
Getting started with Arduino pages 2-6 |
Topic Two (6.2): Responding to a Button
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Getting started with Arduino pages 7-10 |
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Topic Three (6.3): Latching Buttons using Variables
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Getting started with Arduino pages 11-12 |
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Topic Four (6.4): Analogue Input and Output
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Getting started with Arduino pages 13-16 |
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Topic Five (6.5): Using Analogue to our Advantage
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Getting started with Arduino pages 17-20 |
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Topic Six (6.6): Making a Useful System
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Getting started with Arduino pages 21-24 |
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ASSIGNMENT SIX |