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GCSE
computer science

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GCSE Computer Science

Develop your subject knowledge of GCSE Computer Science class online with our experts whilst studying from the comfort of your own home during our course. Our Computing Programming and Computing Theory Master classes are designed to run for one- week long course with 5 hours of classes each day from Monday to Friday.

Course overview

Develop your subject knowledge of GCSE Computer Science class online with our experts whilst studying from the comfort of your own home during our course.

Our Computing Programming and Computing Theory Master classes are designed to run for one-week long course with 5 hours of classes each day from Monday to Friday.

If you are interested in developing your computer skills and
possibly studying computer-related subjects at A Level, the GCSE Computer Science course is ideal.

During this course, you will explore topics relevant to the AQA, OCR and Edexcel Exam boards.

Entry Reqirements

Studying GCSE computer science at college or school

Duration

Computing Programming - One Week
Computing Theory - One Week

Costs

Computing Programming - £25.00
Computing Theory - £25.00

Course Contents

The aims and objectives of this course are to enable you to:

  • Learn and apply the fundamentals of computer science, such as abstraction, decomposition, logic, algorithms, and data representation 
  • Develop computational skills by solving practical problems, such as designing, writing and debugging programs 
  • think creatively, innovatively, analytically, logically and critically 
  • understand how digital systems work, what components make them up, and how they communicate 
  • Knowledge of the social and economic impacts of digital technology 
  • Utilize mathematical skills relevant to computer science. 

 

 

We explore 5 programming challenges that cover all the programming techniques listed in the GCSE Computer Science specification. You will have full access to over 100 videos and source files to help you with your programme of study for GCSE and A Level programming. The 5 programming challenges are based on real world problems for students to develop their coding skills.

1. A music quiz game
2. A dice game
3. A card game
4. A music selection program
5. A Ice Hockey Game

Programming skills developed from this course:
- Variables
- Operators (Boolean)
- Operators (Mathematical)
- Operators (Assignment)
- Input/output
- Data Types
- Sequence
- Selection (IF or CASE SELECT)
- Iteration (Count- or condition-controlled)
- String Manipulation
- Random Numbers
- Arrays (1D or 2D)
- File Handling
- Sub programs

Our Computer Theory course covers all topics from the 3 main specification. This means we cover every topic that might come up in your Computer Systems exam. These topics are:

- Systems architecture
- Architecture of the CPU
- CPU Performance
- Embedded Systems
- Memory and storage
- Primary storage (Memory)
- Secondary storage
- Units
- Data storage
- Compression
- Computer networks, connections and protocols
- Networks and topologies
- Wired and wireless networks, protocols and layers
- Network security
- Threats to computer systems and networks
- Identifying and preventing vulnerabilities
- Systems software
- Operating systems
- Utility software
- Ethical, legal, cultural and environmental impacts of digital         technology
- Ethical, legal, cultural and environmental impact

Programming Course Challenges

Brief:
Noel is creating a music quiz game.
The game stores a list of song names and their artist (e.g. the band or solo artist name).
The player needs to try and guess the song name.

The game is played as follows:
- A random song name and artist are chosen.
- The artist and the first letter of each word in the song title are displayed.
- The user has two chances to guess the name of the song.
- If the user guesses the answer correctly the first time, they score 3 points.
- If the user guesses the answer correctly the second time, they score 1 point. The game repeats.
- The game ends when a player guesses the song name incorrectly the second time.

Only authorised players can play the game. Where appropriate, input from the user should be validated.

Design, write, test and refine a system that:
1. Allows a player to enter their details, which are then authenticated to ensure that they are an authorised player.
2. Stores a list of song names and artists in an external file.
3. Selects a song from the file, displaying the artist and the first letter of each word of the song title.
4. Allows the user up to two chances to guess the name of the song, stopping the game if they guess a song incorrectly on the second chance.
5. If the guess is correct, add the points to the player’s score depending on the number of guesses.
6. Displays the number of points the player has when the game ends.
7. Stores the name of the player and their score in an external file.
8. Displays the score and player name of the top 5 winning scores from the external file.

Brief:
Katarina is developing a two-player dice game.
The players roll two 6-sided dice each and get points depending on what they roll.
There are 5 rounds in a game.
In each round, each player rolls the two dice.

The rules are:
- The points rolled on each player’s dice are added to their score.
- If the total is an even number, an additional 10 points are added to their score.
- If the total is an odd number, 5 points are subtracted from their score.
- If they roll a double, they get to roll one extra die and get the number of points rolled added to their score.
- The score of a player cannot go below 0 at any point.
- The person with the highest score at the end of the 5 rounds wins.
- If both players have the same score at the end of the 5 rounds, they each roll 1 die and whoever gets the highest score wins (this repeats until someone wins).

Only authorised players can play the game. Where appropriate, input from the user should be validated.

Design, develop, test, and evaluate a program that: 

  1. Allows two players to enter their details, which are then authenticated to ensure that they are authorised players.
    2. Allows each player to roll two 6-sided dice.
    3. Calculates and outputs the points for each round and each player’s total score.
    4. Allows the players to play 5 rounds.
    5. If both players have the same score after 5 rounds, allows each player to roll 1 die each until someone wins.
    6. Outputs who has won at the end of the 5 rounds.
    7. Stores the winner’s score, and their name, in an external file.
    8. Displays the score and player name of the top 5 winning scores from the external file.

Brief:
Louise is creating a card game for two players.
The game uses a deck of cards. There are 30 cards in a deck. Each card has one colour (red, black or yellow).
Each card has a number (1, 2, 3, 4, 5, 6, 7, 8, 9, 10) for each colour. Each card is unique. The 30 cards are shuffled and stored in the deck.

The rules are:
- Player 1 takes the top card from the deck.
- Player 2 takes the next card from the deck.
- If both players have a card of the same colour, the player with the highest number wins.
- If both players have cards with different colours, the winning colour is shown in the table.
- The winner of each round keeps both cards.
- The players keep playing until there are no cards left in the deck.

Only authorised players can play the game. Where appropriate, input from the user should be validated.

Design, write, test and refine a program that:
1. Allows two players to enter their details, which are then authenticated, to ensure
that they are authorised players.
2. Shuffles the 30 cards in the deck.
3. Allows each player to take a card from the top of the deck. Play continues until
there are no cards left in the deck.
4. Calculates the winner and allocates both cards to the winner.
5. Displays which player wins (the player with the most cards).
6. Lists all cards held by the winning player.
7. Stores the name and quantity of cards of the winning player in an external file.

Brief:
A music streaming service that allows a user to stream music from its song library. It collects and stores data about the users and their listening preferences. A song library contains details about each song.  No songs have the same song title. The library stores the following details about each song:
- song title
- artist
- genre
- song length

The system allows a user to create playlists (a valid playlist must contain at least one song). The system stores each playlist and the user can select a saved playlist to view. When users sign up, they create an account and must enter their:
- name
- date of birth
- favourite artist
- favourite genre.

Design, write, test, and refine a program that:
1. Allows a user to create an account, and then input and store their details.
2. Allows a user to edit their favourite artist and favourite genre.
3. Allows a user to display an alphabetical list of the song titles in the song library, including the artist and track length for each song title.
4. Allows a user to create, save and view playlists. The play list should contain the song title, Artist and Song length.
5. Automatically generates new playlists for the user using the following criteria:
6. the user inputs a time limit (e.g. 10 minutes) and it generates a playlist that does not last longer than this time.
7. the user inputs a genre (e.g. Pop) and it generates a playlist that contains up to five songs for that genre.
8. Allows the user to enter an artist’s name and save all the songs in the song library by that artist to a text file.

Notes:
- The song library must contain twenty songs.
- There must be at least three different genres and five different artists in the library

Brief:
Sophie is designing a hockey game for two users. Each turn, the users try to score a penalty against each
other. The game has several teams, and each team has a unique name. The teams are stored in an external text
file. Each team consists of six players. The game allows each user to choose one team to play with from the teams stored in the text file. Players may not choose the same team.

Each team player has three attributes:

1. Name.
2. Attack (a number between 0 and 10 inclusive).
3. Defence (a number between 0 and 7 inclusive).
The total of the Attack and Defence values for the whole team must equal 35. For
example, a team of six players with an Attack of 10, and Defence of 0 would break the
rules, as the total would be 60.

User One then selects an Attacker to take a penalty. Each Attacker can only take one
penalty. To score a goal, the following process is used:

1. Calculate the difference between the Attack of the player taking the penalty and the Defence of the goalkeeper.
2. Add a random number between 1 and 4.
3. If the result is negative then the penalty is saved, otherwise it is scored.

Once User One has taken a penalty, User Two then chooses a player to take a penalty, and so on, until all five Attackers have taken penalties. The team with the most goals after all five penalties are taken are the winners, if the scores are equal, then the teams draw.

Design, write, test and refine a program that:
1. Allows a user to create and store the details of a team.
2. Allows the two users to play the game as described above.
3. Adds the result of each game to an external file.
4. Allows the user to enter a team name, and then display the results of that team.
5. Allows the user to display and save a report that displays two leader boards:
other top three teams sorted by number of games won.
other top five teams sorted by the fewest number of goals conceded.

We explore 5 programming challenges that cover all the programming
techniques listed in the GCSE Computer Science specification. You will have full
access to over 100 videos and source files to help you with your programme of
study for GCSE and A Level programming.

The 5 programming challenges are based on real world problems for students to develop their coding skills.

FAQs

Yes! This course is the same as the GCSEs you would study at school. The only difference is that this course is designed to be studied from home as a Master Class where you receive the materials and resources to help you improve your progress at school.

You do not need any previous knowledge to enrol on this course. However, it is recommended that you have a basic understanding of computers and have selected GCSE Computer Science as an option for studying in Year 10.

Included in the price of this course is study pack and a student guide.

No. This course is designed to supplement your learning at school. In order to achieve your GCSE qualification, you must complete the exams required by the course’s exam board. GCSE exams take place during the summer exam period which typically falls in May and June each year.

No.

That's not a problem. We want to make sure you're 100% confident about enrolling on the course and starting your study. So, email us on

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