KS3 computing (module 3): Creative curriculum enrichment and inclusion CP249
Put computational thinking at the heart of an inclusive and equitable curriculum, and broaden the appeal of computing.
Summary
Making computing an engaging school subject, that motivates and inspires the full range of students, is a key outcome of an excellent KS3 computing curriculum.
At the heart of this curriculum is computational thinking; the ability to solve problems using computers. Some of the barriers to engaging with computing, encountered by under-represented groups, can be influenced through the curriculum before they affect career and study destinations. You’ll consider a curricular and extra-curricular offer that appeals to a wider range of interests, and which motivates young people to succeed in the subject. With an excellent curriculum in place, it is crucial that all computing teachers whether full-time or occasional; specialist or seconded from another subject area; are supported in implementing it.
You’ll develop an action plan that gives your improved the curriculum the best chance of success and maximises the impact the whole teaching team can make in the classroom.
This course is module 3 of a collection of 3 courses, use the links for more information on the other two modules:
- Module 1: creative curriculum design principles
- Module 2: creative curriculum content, sequencing and pedagogy
You are advised to participate in module 1 and module 2 prior to joining this CPD.
Who is it for?
Subject leaders of computing and teachers with responsibility for the KS3 computing curriculum.
What topics are covered?
01 | Computational thinking – build the capability of young people to solve problems with computers throughout the key stage, by offering multiple opportunities in different contexts. Use effective approaches and free resources in the classroom to make computational thinking a foundation of the whole computing curriculum.
02 | Helping young people to become scholars of computing – consider why some children find computing more motivating than others, and how this imbalance can be corrected. Build self-efficacy among learners to make computing lessons more rewarding and build momentum towards a lasting study commitment to the subject.
03 | Inclusive curriculum – tune your curriculum to ensure it appeals to under-represented groups, and is accessible by the full student body. Plan curriculum approaches that intentionally narrow attainment and recruitment gaps and that fit into whole-school strategies. Build passion and enjoyment through a relevant curriculum that showcases the best of this fascinating subject.
04 | Supporting other teachers of KS3 computing – take away a rich action plan to support other teachers of the KS3 computing curriculum, making the most of free and high-quality support that does the work for you. Build enthusiasm for computing among teachers who may lack confidence and subject knowledge, ensuring that all students in KS3 are inspired to succeed.
How will you learn?
You’ll engage with active learning in groups including direct instruction, hands-on activities and challenge-based learning.
How long is this course?
This is a one-day, face-to-face course which consists of approx. six hours of teaching time.
Outcomes
By the end of this course you will be able to:
- develop a computing curriculum that puts computational thinking front and centre
- enthuse a wider range of students with study of computing leading to increased take-up of GCSE Computer Science
- grow the profile and impact of computing through the implementation of a curriculum that motivates students
- get the best from other teachers of KS3 computing, whatever their existing levels of skill and experience
Scheduled courses
Ribston Hall High School, Stroud Road, Gloucester GL1 5LE
City of Stoke-On-Trent Sixth Form College, Leek Road, Stoke-on-Trent ST4 2RU
Beauchamp College, Ridge Way, Oadby, Leicester LE2 5TP
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