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St Alban's Catholic High School

St Alban's
Catholic High School


The Computing department aims to inspire students to be confident, competent and independent users of computing by developing their skills, knowledge and understanding using a range of different software applications to enable them to use their skills in all subjects and the real world.

We aim to enable both students, staff and the community to:

  • enjoy using computing as in all aspects of their work

  • become autonomous users of computing

  • use computing confidently and appropriately

  • develop their range of transferable skills

  • reach the highest standards of quality and efficiency

  • apply computing skills both at school at home and in business

  • make sense of technological changes

  • use computing to improve and maintain motivation

  • use technology to improve the quality of their lives and that of society


Curriculum Content


Unit 1: Introduction to using computers
An overview of how to save work correctly, use the schools 'Learning Platform', and the school network.
As "children of the digital age", we are so confident when it comes to the Internet and using the Internet. In this module students also learn about the different risks that the Internet can present, how they should avoid them and about the age of criminal responsibility.


Unit 2: Computer Hardware
The computer hardware unit is designed to teach students what a computer system is, the various components of a computer system and their purpose. Students will also learn about the purpose of the CPU, RAM, Hard Drive and I/O devices and how the all function together and the function of the CPU, including the fetch, decode, execute cycle.


Unit 3: Modelling
Students are introduced to spreadsheet software.  Students learn how to use formulae and functions confidently to create mathematical models which they can apply to a variety of problems.


Unit 4: Introduction to Scratch Programming
Students learn how to create some simple gaming scripts including key controlled movement, gravity, object collisions and scoring systems in order to make their very own platform games.


Unit 5: Introduction to HTML
This unit teaches the basics of HTML enabling students to create a mini website. Students learn how to add text, images and hyperlinks, plus formatting techniques including fonts, text size and alignment.

Unit 6: Microbit Madness
This unit introduces students to the Micro:Bit device and teaches them how to program a variety of applications including a digital dice, digital compass and games console (pong). The unit uses both the ‘Blocks’ and ‘Python’ programming language.


Unit 1: My Digital World
In this unit of work, students will learn how to use the internet safely and effectively. They will learn about copyright law, search engines (including the use of Boolean logic for effective searching) and they will also learn about the dangers of the internet and ways to combat these dangers.


Unit 2: HTML and CSS
Students will be reminded of some basic HTML syntax (as covered in the year 7 unit) and will be introduced to CSS so that they can understand how to better present their webpages. They will learn how to add gradient backgrounds, add page borders, curve images and reorganise content on the page with the help of DIV tags.


Unit 3: Binary Bits and Bobs
Binary Bits and Bobs introduces 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.


Unit 4: Spreadsheets and Databases
Database applications are used extensively in world around us. This unit is designed to teach students an appreciation and understanding of how databases are used to help store and organise data. Students develop this understanding further, by learning the skills which enables them to build and develop their own to store information.


Unit 5: Scratch Shooter Game
In this unit, students will create a platform shooter game. They will learn how to implement gravity in their games as well as code a simple shooter (along with levels and other gaming features).


Unit 6: Introduction to Python

In this unit, students will be introduced to programming in the Python programming language. They will learn how to print messages to the screen, ask the user to input data and stores this data in variables. They will also understand how computers make decisions and consequently learn how to program IF statements


Unit 1: Hardware and Software

This unit will take students right back to basics with computers, they will look at the components that make up the main computer architecture both internal and external. Identify the difference between hardware and software including utilities. The main functions of hardware and software will be researched, students will also learn that the function of a computer can be enhanced through addition of peripherals to meet the needs of the user.

Unit 2: Back to the Future
This unit takes a look back in time at the history of computers focusing on some key computer scientists including George Boole, Sir Tim Berners-Lee, Charles Babbage and Alan Turing. In each lesson, students will not only learn what these great scientist achieved, they will also ‘practice’ their science / innovations through a range of class activities.


Unit 3: Scratch Programming
In this unit, students will continue to develop their skills in programming a computer game in Scratch and in particular, they will be introduced to programming a ‘scrolling background’.


Unit 4: Computer Networks
Computer Networks is currently a short unit of work consisting of only 2 lessons. Students will be introduced to Local Area Networks (LANS), the hardware of a local network, the workings of the Internet, how the WWW and Internet differ and how data travels around a network (e.g. Data Packets).


Unit 5: Python Programming
Continuing on from the year 8 unit of work which introduced the Python programming language, students will reinforce their understanding of inputs, outputs, variables and selection through the means of a variety of programming challenges. Students will also be taught the programming structure of iteration. They will learn how FOR and WHILE loops work and will code these structures in a range of programs. 

10 & 11



Computer Science

GCSE Computer Science


Course Overview

Students who undertake the GCSE Computer Science course will develop their learning and understanding of computer hardware, common types of software, logic, programming and an appreciation of current and emerging technologies.

Students will complete the three units of the course.


Component 1 – Computer Systems and Programming

Theory - External examination – 1h30m  - 40% of the qualification


Component 2 -  Computational thinking, algorithms and programming

Theory - External examination – 1h30m - 40% of the qualification


Component 3 – Programming Project

Controlled Assessment - Approximately 20 hours - 20% of the qualification (Controlled assessment released at start of Y11)


The Computing qualification will provide further opportunities for the students to enhance and reinforce skills in Mathematics and English.  They will gain an invaluable insight into a range of topics which will equip them with the necessary knowledge, understanding and skills which to face further education and employment:

OCR exam board –


Coding Websites - and

12 & 13

A Level

Computer Science

A Level Computer Science

What is the course about?

The OCR A Level in Computer Science will encourage learners to be inspired, motivated and challenged by following a broad, coherent, practical, satisfying and worthwhile course of study. It will provide insight into, and experience of how computer science works, stimulating learners’ curiosity and encouraging them to engage with computer science in their everyday lives and to make informed choices about further study or career choices.


The key features of this specification encourage:

emphasis on problem solving using computers, emphasis on computer programming and algorithms, emphasis on the mathematical skills used to express computational laws and processes, e.g. Boolean algebra/logic and comparison of the complexity of algorithms.


How is the course assessed?

The course is broken down into three units:


Unit 1: Computer Systems (01)

140 marks, 2 hour and 30 minute examination, written paper (no calculators (40% of total A Level)


Unit 2: Algorithms and Programming (02)

140 marks, 2 hour and 30 minute examination, written paper (no calculators (40% of total A Level)


Unit 3: Programming Project (03)

70 marks non-exam assessment (20% of total A Level)


What are the entry requirements?

GCSE Mathematics: Grade 4
GCSE Core and Additional Science: Grade 4
GCSE English or English Language: Grade 4


If GCSE Computing or Computing has been studied to GCSE equivalent, then a grade 4 is required (Merit or Distinction for those taking a vocational IT qualification)


OCR exam board –


Coding Websites - and