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Assessing Pupils’ Progress in Computing at Key Stage 3
Assessment Criteria: Computing
AF1 – Planning, developing and being safe | AF2 – Computation, reasoning and programming | AF3 – Use Technology Purposefully | |
Exceptional Performance | Pupils can recognise similarities between more complex problems, and are able to produce a general model that fits aspects of them all. Pupils competently and confidently use a general-purpose text-based programming language to produce solutions for problems using code efficiently. | ||
Level
3 |
You can demonstrate that you can:
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Level
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You can demonstrate that can:
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Level
5 |
You can demonstrate that you can:
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Level
6 |
You can demonstrate that you can:
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Level
7 |
You can demonstrate that you can:
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You can demonstrate that you can:
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Level
8 |
You can demonstrate that you can:
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How to assess computing
Schools are being encouraged to adapt and use their own levels to support progress and marking of work.
This document has been put together by Surrey LA advisors and using the fantastic work of others in the CAS community but should be adapted for your school curriculum and circumstance.
We are suggesting the use of these in a similar methodology as APP so levelling by:
- Firstly best fit based on focus 1 which is the nature of the activity.
- Secondly the sub-level based on how well the fit for that level is (over 50% 4b, over 85% 4a)
Please adapt and comment as you see fit however ensure that the student has hit a range of competencies and remember that it may not be possible to level one small piece of work accurately.
Progress by concept
Computing – ALGORITHMS | |
KS4 | 4.4 Different algorithms may have different performance characteristics for the same task. |
4.3 The design of algorithms includes the ability to easily re-author, validate, test and correct the resulting code. | |
4.2 Familiarity with several key algorithms (searching and sorting). | |
4.1 The choice of an algorithm should be influenced by the data structure and data values that need to be manipulated. | |
KS3 | 3.4 The need for accuracy of both algorithm and data (data verification; garbage in / garbage out). |
3.3 The choice of an algorithm to solve a problem is driven by what is required of the solution (e.g. code complexity, memory required, data sources, etc.). | |
3.2 A single problem may be solved by several different algorithms. | |
3.1 An algorithm is a sequence of precise steps to solve a given problem. | |
KS2 | 2.6 It can be easier to plan, test and correct parts of an algorithm separately. |
2.5 Algorithms are developed according to a plan and then tested. These are then corrected if they fail these tests. | |
2.4 Algorithms should be stated without ambiguity with care and precision necessary to avoid errors in execution. | |
2.3 Algorithms may be decomposed into component parts (procedures), each of which itself contains an algorithm. | |
2.2 Algorithms can include selection (If) and repetition (Loops). | |
2.1 Algorithms can be represented symbolically or using instructions in a clearly defined language. | |
KS1 | 1.5 Steps can be repeated and some steps can be made up of smaller steps. |
1.4 Computers need more precise instructions than humans do. | |
1.3 Can describe everyday activities and can be followed by humans and computers. | |
1.2 Can be represented in simple formats (e.g. storyboards and narrative text). | |
1.1 Are sets of instructions for achieving goals, made up of pre-defined steps. |
Computer Science – COMPUTERS | |
KS4 | 4.4 Operating systems (control which programs run, and provide the filing system) and virtual machines. |
4.3 Compilers and interpreters (what they are; not how to build them). | |
4.2 Von Neumann architecture: CPU, memory, addressing, the fetch-execute cycle and low-level instructions; Assembly code [Littleman computer]. | |
4.1 Logic gates: AND / OR / NOT. Circuits that add. Flip-flops, registers (* *). | |
KS3 | 3.3 Computers can ‘mimic’ doing more than one task at a time by switching very rapidly between such tasks. |
3.2 Moore’s Law: “Computers are very fast, and getting faster all the time…” | |
3.1 Basic architecture of a computer system. | |
KS2 | 2.8 Social and ethical issues raised by the role of computers in our lives. |
2.7 Users can prevent or fix problems that occur with computers e.g. connecting hardware, protection against viruses. | |
2.6 A variety of operating systems and application software is typically available for the same hardware. | |
2.5 Both the OS and the application software store data in memory and a file system e.g. DSLRs, smartphones. | |
2.4 Computers consist of a number of hardware components each with a specific role e.g. CPU, memory, hard disk, etc. | |
2.3 The OS is software that manages the relationship between the application software and the hardware. | |
2.2 Application software is a computer program designed to perform user tasks. | |
2.1 Computers are devices for executing programs. | |
KS1 | 1.3 Computers are electronic devices using stored sequences of instructions. |
1.2 Computers typically accept input and produce outputs, with examples of each in the context of PCs. | |
1.1 Many everyday devices now contain computers e.g. washing machine. |
Computing – COMMUNICATION and the INTERNET | |
KS4 | 4.7 Client / server model. |
4.6 MAC address, IP address, Domain Name Services, Cookies. | |
4.5 Some “real” protocol e.g. use Telnet to interact with an HTTP server. | |
4.4 Routing. | |
4.3 Deadlock and livelock. | |
4.2 Redundancy and error correction. | |
4.1 Encryption and security. | |
KS3 | 3.4 How data is transported over the Internet: |
3.4.2 Packets and packet switching. | |
3.4.1 Simple protocols. | |
3.3 How search engines work and how to search effectively. Advance search queries with Boolean operators. | |
3.2 An end-to-end understanding of what happens when a user requests a web page in a browser, including: | |
3.2.5 Browser and server exchange messages over the network. | |
3.2.4 What is in the messages [http request, and HTML]. | |
3.2.3 The structure of a web page – HTML, style sheets, hyperlinking to resources. | |
3.2.2 What the server does [fetch the file and send it back]. | |
3.2.1 What the browser does [interpret the file, fetch others, and display the lot]. | |
3.1 A network is a collection of computers working together. | |
KS2 | 2.7 Issues of safety and security from a technical perspective. |
2.6 The role of search engines in allowing users to find specific web pages and a basic understanding of how results may be ranked. | |
2.5 The format of URLs. | |
2.4 The relationships between web servers, web browsers, web sites and web pages. | |
2.3 The Internet supports multiple services e.g. the Web, e-mail, VoIP. | |
2.2 Connections can be made using a range of technologies e.g. network cables, telephone lines, Wi-Fi, mobile signals, carrier pigeons. | |
2.1 The internet is a collection of computers connected together sharing the same way of communicating. | |
KS1 | 1.4 Enter a website address to view a specific website and navigate using hyperlinks. |
1.3 Each website has a unique name. | |
1.2 A web browser is a program used to view pages. | |
1.1 The World Wide Web contains a vast amount of information. |
Computing – Representation of data | |
KS4 | 4.1 Problems of using discrete binary representations: |
4.1.3 Quantization: digital representations cannot represent analogue signals with complete accuracy. | |
4.1.2 Sampling frequency: digital representations cannot represent continuous space or time. | |
4.1.1 Representing fractional numbers. | |
4.4 Data compression; lossless and lossy compression algorithms e.g. JPEG. | |
4.3 String manipulation. | |
4.2 Two’s complement signed integers. | |
4.1 Hexadecimal. | |
KS3 | 3.6 Different representations suit different purposes e.g. searching, editing, size and fidelity. |
3.5 There are many different formats for representing a single entity in a computer system e.g. a scanned image of the | |
musical score held as pixels, a MIDI file of the notes, a WAV / MP3 file of a performance. | |
3.4 What we perceive in the human world is not the same as what computers manipulate, and translation in both | |
directions is required e.g. how sound waves are converted to MP3 format and vice versa. | |
3.3 Items may share the same bit pattern representation e.g. the same bits could be interpreted as a BMP file or a | |
spreadsheet file; an 8-bit value could be interpreted as a character or as a number. | |
3.2 Representations of: unsigned integers; text (ASCII), sounds (e.g. WAV, MIDI, etc.), pictures (.bmp) and video. | |
3.1 Introduction to binary manipulation. | |
KS2 | 2.7 Personal information should be accurate, stored securely, used for limited purposes and treated with respect. |
2.6 Data may contain errors and that this affects the search results and decisions based on the data. Errors may be | |
reduced using verification and validation. | |
2.5 Structured data can be stored in tables with rows and columns. Data in tables can be sorted. Tables can be searched | |
to answer queries. Searches can use one or more columns of the table. | |
2.4 Difference between data and information. | |
2.3 The difference between constants and variables in programs. | |
2.2 Introduction to binary representation (names, objects or ideas as a sequence of 0s and 1s). | |
2.1 Similar information can be represented in multiple formats. | |
KS1 | 1.3 Binary outputs can directly provide useful information for decision-making processes. |
1.2 Computers use binary switches to control the flow of information. | |
1.1 Information can be stored and communicated in a variety of forms e.g. numbers, text, sound, image and video. |
Computing – PROGRAMMING | |
KS4 | 4.7 Documenting programs helps explain how they work. |
4.6 Programs are developed to meet a specification, and are corrected if they do not meet the specification. | |
4.5 Programs that read and write persistent data in files. | |
4.4 Procedures that call procedures, to multiple levels (levels of abstraction). | |
4.3 Programming in a low-level language. | |
4.2 Two dimensional arrays (and higher). | |
4.1 Manipulation of logical expressions e.g. truth tables and Boolean valued variables. | |
KS3 | 3.7 Understanding the difference between errors in program syntax and errors in meaning. Hence finding |
and correcting both kinds of errors. | |
3.6 Documenting programs to explain how they work. | |
3.5 Abstraction by using functions and procedures (definition and call), including: functions and procedures | |
with parameters; programs with more than one call of a single procedure. | |
3.4 The use of relational operators and logic to control which programs statements are executed and in | |
which order: simple use of AND, OR and NOT; how relational operators are affected by negations. | |
3.3 Programs can work with different types of data (integers, characters, strings, etc). | |
3.2 Variables and assignment. | |
3.1 Programming is a problem-solving activity, and there are typically many different programs that can | |
solve the same problem. | |
KS2 | 2.12 Computers can be programmed so that they appear to respond ‘intelligently’ to certain inputs. |
2.11 A web page is an HTML script that constructs the visual appearance. It is also the carrier for other code | |
that can be processed by the browser. | |
2.10 A well-written program tells a reader the ‘story’ of how it works, both in the code and in | |
human-readable comments. | |
2.9 The behaviour of a program should be planned. | |
2.8 Programs are developed according to a plan, tested and corrected if they fail such tests. | |
2.7 Programs are unambiguous and that care and precision is necessary to avoid errors. | |
2.6 Programs can be created using visual tools. Programs can work with different types of data. They can | |
use a variety of control structures (selections and procedures). | |
2.5 Programs can model and simulate environments to answer “What If…” questions. | |
2.4 One or more mechanisms for repeating the execution of a sequence of statements, and using the value | |
of some data item to control the number of times the sequence is repeated. | |
2.3 One or more mechanisms for selecting which statement sequence will be executed, based upon | |
the value of some data item. | |
2.2 The concept of a program as a sequence of statements written in a programming language (Scratch). | |
2.1 A computer program is a sequence of instructions written to perform a specified task with a computer. | |
KS1 | 1.5 Programs can include repeated instructions. |
1.4 Computers typically accept inputs, follow a stored sequence of instructions and produce outputs. | |
1.3 Particular tasks can be accomplished by creating a program for a computer; some computers allow | |
their users to create and modify their own programs. | |
1.2 A computer program is like a narrative and the computer’s role is to do what the narrator says. | |
1.1 Computers are controlled by sequences of instructions via processors. |
Computer Science – OPTIONAL TOPICS (for advanced students) | |
ALGORITHMS | (a) Artificial Intelligence and algorithms in computer games e.g. pacman |
(b) Hashing. | |
(c) Distributed algorithms. | |
(d) Optimisation algorithms and heuristics; “good enough” solutions [genetic algorithms, simulated annealing]. | |
(e) Monte Carlo methods | |
(f) Learning and expert systems | |
(g) Biologically inspired computing; artificial neural networks, cellular automata, emergent behaviours e.g. ants, rabbits. | |
(h) Graphics [rotating a 3D model using transformation maths]. | |
PROGRAMMING | (a) Implementing recursive algorithms (fractals, mathematics links) |
(b) Programming for the real world. | |
(c) Robotics and hardware maker community (simple electronics) | |
(d) Other language types and constructs: object oriented and functional languages. | |
(e) App development (advanced towards GCSE processing rather than wizard based, DB back end) | |
(f) Developing for different environments (hardware and software) | |
(g) Programming using SDKs and other hardware. E.g. Microsoft Kinect SDK | |
(h) Open source software – Linux and so on | |
DATA | (a) List graphs and trees including binary trees |
(b) Pointers and dynamic data structures. | |
(c) Handling very large data sets. | |
(d) Handling dynamic data sets (especially internet-based data) | |
(e)Floating point representation. | |
COMPUTERS | (a) Interrupts and real-time systems. |
(b) Multiprocessors | |
(c) Memory caches. |
Year 7
Level | Criteria |
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Topic: Y8 Digital Citizenship
Level | Criteria |
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Year 9 Level Descriptors
Level | Criteria |
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8 |
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