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Computer Science 45 Mathematics
COMPUTER SCIENCE
IGCSE
MR ROBERT SMITH Head Of Computer Science This IGCSE will encourage students to be inspired, stimulated and excited by following a challenging course of study. It is a rigorous academic discipline, incorporating a scientific, creative and mathematical approach which will help students gain valuable computational thinking skills that are attractive to employers.
rsmith@britishschool.sch.ae
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COURSE CONTENT
Unit 1- Paper 1
1 – Data representation, Binary systems, Hexadecimal, data storage 2 – Communication and internet technologies, Data transmission, security aspects Programming concepts Internet principles of operation 3 – Hardware and software, logic gates, Computer architecture, fetch-execute cycle, Memory, Storage devices and operating systems 4 – The Internet and its uses 5 – Automated and emerging technologies
Unit 2- Paper 2
6 – Algorithm design and problem-solving 7 – Programming-Python language 8 – Databases 9 – Boolean Logic
ASSESSMENT YEAR 10
There will be end of topic tests for topics 1- 5 which will also be examined collectively in an end of year summer exam.
YEAR 11
There will be end of topic tests for subject topics 1- 9 (above). On the next page is an outline of how both units will be assessed on the GCSE examination papers.
COMPUTER SCIENCE
IGCSE
ASSESSMENT PAPER 1
Theory theoretical knowledge from topics 1 – 5 above. A written exam is set, in which students complete questions on based on topics 1-5: 1hr45min - 75 marks (50% of GCSE)
PAPER 2
Problem Solving and Programming. Students answer questions on a pre-release computer programme in addition to theoretical knowledge from topics 6-9. Written exam: 1hr45min - 75 marks (50% of GCSE)
SKILLS REQUIRED
Students should be able to implement a systematic approach to problem solving and to develop algorithms. Students will learn to design, write, test and refine programs with a textual program definition. They must be able to apply their computational thinking skills effectively to model selected aspects of the external world, in a program, to solve a problem.