Digital Enterprise

HEAD OF DIGITAL ENTERPRISE

NSeabridge Head of Digital Enterprise

Mr N Seabridge

Through high standards, “Together As One”, we will instil a love for the digital world, enterprise and creativity with the immense possibilities that they provide by:

  • Excelling academically and be able to apply skills and knowledge into the wider world
  • Thinking responsibly about the impact of digital technology and globalisation on people’s lives and communities
  • Learning how to be creative, innovative and World Ready

Business Studies Key Concepts:
Year 10 and 11

  • Students will have a sound understanding of all areas of the Edexcel Business Studies GCSE syllabus or the BTEC Tech Award in Enterprise depending on the pathway selected
  • Students will be able to consider practical application of business concepts whilst adopting a holistic approach to the subject
  • Students will be able to demonstrate the interrelated nature of business using business models, theories, and techniques to support analysis of contemporary business issues relating to real world scenarios, both nationally and internationally

Year 12 and 13

  • To develop knowledge of terms, concepts, theories, methods and models to show an understanding of how individuals and organisations are affected by and respond to business issues
  • To be able to apply knowledge and understanding to various business contexts to show how individuals and organisations are affected by and respond to issues
  • To be able to analyse issues within business, showing an understanding of the impact on individual and organisations of external and internal influences
  • To be able to evaluate qualitative and quantitative evidence to make informed judgements and propose evidence-based solutions to business issues
  • To develop mathematical skills.

Cultural Capital and Enrichment Opportunities
We aim to give students a world picture to bridge the gap between what they may see at home or in the local area and develop their knowledge and understanding of the world around them. This will give them a deeper understanding of life in the modern world and how skills learned in Business Studies can apply in various life scenarios.
Students will be able to experience off timetable days and visits that encompass the breadth of the curriculum in Digital Enterprise, such as visits to Bletchley Park and virtual tours from subject matter experts on topics such as:

  • Hidden Figures - how three African-American ladies help put people on the Moon.
  • Station X - How the work of the code breakers at Bletchley Park helped shorten World War II.
  • What Money Can’t Buy - A book on how market forces dictate our daily lives
  • Movies delving into Corporate Social Responsibility, showing pupils business is more than profit
  • Austerity: A Zombie Economy - A book highlighting how government policy impacts business investment and funding in public institutions

Computer Science Key Concepts:
Year 7,8 and 9

  • Students will understand digital literacy to ready them for life in modern Britain this includes online safety and social media awareness.
  • Students will look at cybersecurity and be aware of the dangers of social media and the world wide web. This includes and introduction to system security and network threats.
  • An introduction to computer systems; understanding the main components and how they operate together in order to make the system work. This also includes an understanding of how data is represented within a computer system. 
  • Students will learn programming, both visual and textâ€Âbased. Students will be able to apply their knowledge of the programming languages to independently create programs to solve problems. 
  • Students will gain an understanding of computational thinking and algorithms and how this can be applied to everyday life.
  • Students will be able to manipulate data and have an understanding of how data can affect business operation.

Year 10 and 11

  • Students will learn Python - a text-based programming language.
  • Students will have a sound understanding of all areas of the OCR Computer Science GCSE syllabus (J277).
  • Students will have continued opportunity to develop their abilities and confidence with safe and appropriate computer use.

Year 12 and 13

  • To develop an understanding and ability to apply the fundamental principles and concepts of computer science, including: abstraction, decomposition, logic, algorithms and data representation.
  • To develop the ability to analyse problems in computational terms through practical experience of solving such problems, including writing programs to do so.
  • To develop the capacity to think creatively, innovatively, analytically, logically and critically.
  • To develop the capacity to see relationships between different aspects of computer science.
  • To develop mathematical skills.
  • To develop the ability to articulate the individual (moral), social (ethical), legal and cultural opportunities and risks of digital technology.
  • Students will have continued opportunity to develop their abilities and confidence with safe and appropriate computer use.

Cultural Capital and Enrichment Opportunities
We aim to give students a world picture to bridge the gap between what they may see at home or in the local area and develop their knowledge and understanding of the world around them. This will give them a deeper understanding of life in the modern world and how to navigate the digital world safely.
Students will be able to experience off timetable days and visits that encompass the breadth of the curriculum in Digital Enterprise, such as visits to Bletchley Park and virtual tours from subject matter experts on topics such as:

  • Hidden Figures - how three African-American ladies help put people on the Moon.
  • Station X - How the work of the code breakers at Bletchley Park helped shorten World War II.
  • Steam Powered Computers - How Ada Lovelace and Charles Babbage collaborated on the first computer.
  • Women in Computing - how Computer Science is a subject for all and not just for boys by highlighting the work of female pioneers of Computer Science and breaking stereotypes and gender norms such as Ada Lovelace, Grace Hopper, Katherine Johnson, Margaret Hamilton and many others.
  • The History of Computing – how the pioneers of Computer Science shaped the world in which we live such as Alan Turing, Charles Babbage, Tim Berners-Lee, Vint Cerf, Bob Khan, Bill Gates, Steve Jobs and Steve Wozniak.

Significant Dates and Events

  • Safer Internet Day – 8th February
  • Women’s History Month - March
  • Mental Health Awareness Week: 10th – 16th May
  • Black History Month – October
  • Anti-Bullying Week: 15th – 19th November

The Khalsa Academy is a Regional Hub for Computing Education, a Computing at School Hub and we work closely with the National Centre for Computing Education (NCCE) to develop and train teachers in the field of Computer Science, we lead on pedagogy and subject knowledge. We have NCCE certified facilitators on staff.


Curriculum Intent: IMedia / Digital Media 


iMedia / Digital Media is a subject that enables students to understand everything presented to them in the Media, whilst enabling them to analyse and debate reasons for its construction.  iMedia / Digital Media empowers students to become critical receivers of the Media and question what they are faced with.  Students will also have a chance to create Media products according to their critical understanding. 
iMedia / Digital Media is available to study at GCSE and A Level.  Students from both Key Stages will have the opportunity to study and analyse a wide range of media products based on real world experiences; ranging from TV, Radio, Magazines, Video Games, Online and Participatory Media, Advertising and Marketing, the Music Industry, Newspaper and Film.  This analysis is explored through the theoretical Framework which includes: Media Language, Audience, Representation and Industry. The fluid nature between the two key stages means that the students’ line of study and skills learnt will be built upon as students continue their studies beyond GCSE.  The practical component of the curriculum involves research, planning and production of a convincing Media product utilising appropriate conventions and using various software and practical equipment.


Year 10 programme of study
Coursework assignment - Creating digital graphics  (25%)

  • Digital graphics feature in many areas of our lives and play a very important part in today’s world. The digital media sector relies heavily on these visual stimulants within the products it produces, to communicate messages effectively. The aim of this unit is for learners to understand the basics of digital graphics editing for the creative and digital media sector. They will learn where and why digital graphics are used and what techniques are involved in their creation. This unit will develop learners’ understanding of the client brief, time frames, deadlines and preparation techniques as part of the planning and creation process.

Examination - Pre-production skills (25%)

  • This unit will enable learners to understand pre-production skills 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. Planning is an essential part of working in the creative and digital media sector. This unit will enable learners to acquire the underpinning knowledge and skills needed to create digital media products and gain an understanding of their application. On completion of this unit, learners will understand the purpose and uses of a range of pre-production techniques. They will be able to plan pre-production of a creative digital media product to a client brief, and will understand how to review pre-production documents.

Year 11 programme of study
Coursework assignment - Interactive Multimedia Product (25%)

  • Interactive multimedia products are used widely in everyday life and the creative and digital media sector. They are used in computer games, mobile phone applications, presentations and many other areas. This unit will enable learners to understand the basics of interactive multimedia products for the creative 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.

Coursework assignment – Digital sound (25%)


Careers
Studying this course can lead to further areas of study such as BTEC Level 3 Creative Media Studies. This course is a further development of the Level 2 course. This could lead on to university to pursue careers such as:

  • Journalism
  • Teaching
  • Retail, film and TV, publishing
  • Video production
  • Advertising
  • Sound engineer
  • Art director
  • Technical Writer
  • Content strategist

Further Reading
The Media Student’s Book – Gill Branston and Roy Stafford
The Story of Film: A concise history of film and an odyssey of international cinema – Mark Cousins
Digital Culture: understanding new media – Glen Creeber and Royston Martin
Key Themes in Media Theory – Dan Laughey
Convergence Culture: Where Old and New Media Collide – Henry Jenkins
Key Concepts and Skills for Media Studies – James Baker


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