Ancdmy courses are perfect for teaching the secondary computing curriculum.
Our courses teach students how to code by building functional websites and apps—without the need for expensive staff training or extra resource.
We’re here to make teaching the next generation easy.
If you’re struggling with choosing the right materials, keeping your staff up-to-date, or wondering how to keep your materials relevant, Ancdmy courses can save you time, energy and resources.
Today, almost half a million children and adults are happily coding thanks to our fun, practical lessons and clear, compelling teaching style.
Our courses can be completed in just six weeks, or organised around your timetable. Students work independently, while the teacher provides support and encouragement.
Each course is structured to inspire teachers, motivate students and get them ready for the digital world and bubbling with enthusiasm!
Why choose Ancdmy?
- Curriculum friendly – to meet OFSTED requirements
- Expert support whenever you need it
- Flexible learning to suit your timetable
- Low-cost alternative to extra staff or on-going training
- Regularly updated, always relevant
- Personalised to fit your school’s branding
Become a part of this exciting journey and join hundreds of schools across the UK, whose teachers and students are now confidently coding—thanks to Ancdmy courses.
The Computing Curriculum
Ancdmy courses are perfect for teaching the secondary computing curriculum – they empower students to create their own functional websites and apps whilst freeing teachers from the requirement to be expert coders. Students work through the courses independently while the teacher provides support and encouragement.
To help schools meet these requirements, we’ve summarised which parts of the computing curriculum are covered below.
|✔||can understand and apply the fundamental principles and concepts of computer
science, including abstraction, logic, algorithms and data representation
|✔||can analyse problems in computational terms, and have repeated practical experience
of writing computer programs in order to solve such problems
|✔||can evaluate and apply information technology, including new or unfamiliar
technologies, analytically to solve problems
|✔||are responsible, competent, confident and creative users of information and
Key Stage 3 Attainment Targets
|✔||design, use and evaluate computational abstractions that model the state and
behaviour of real-world problems and physical systems
|✔||understand several key algorithms that reflect computational thinking [for example,
ones for sorting and searching]; use logical reasoning to compare the utility of
alternative algorithms for the same problem
|✔||use two or more programming languages, at least one of which is textual, to solve a
variety of computational problems; make appropriate use of data structures [for
example, lists, tables or arrays]; design and develop modular programs that use
procedures or functions
|✔||understand simple Boolean logic [for example, AND, OR and NOT] and some of its
uses in circuits and programming; understand how numbers can be represented in
binary, and be able to carry out simple operations on binary numbers [for example,
binary addition, and conversion between binary and decimal]
|✔||understand the hardware and software components that make up computer systems,
and how they communicate with one another and with other systems
|✔||understand how instructions are stored and executed within a computer system;
understand how data of various types (including text, sounds and pictures) can be
represented and manipulated digitally, in the form of binary digits
|✔||undertake creative projects that involve selecting, using, and combining multiple
applications, preferably across a range of devices, to achieve challenging goals,
including collecting and analysing data and meeting the needs of known users
|✔||create, re-use, revise and re-purpose digital artefacts for a given audience, with
attention to trustworthiness, design and usability
|✔||understand a range of ways to use technology safely, respectfully, responsibly and
securely, including protecting their online identity and privacy; recognise inappropriate
content, contact and conduct and know how to report concerns.
Key Stage 4 Attainment Targets
|✔||develop their capability, creativity and knowledge in computer science, digital media
and information technology
|✔||and apply their analytic, problem-solving, design, and computational thinking
|✔||understand how changes in technology affect safety, including new ways to protect
their online privacy and identity, and how to identify and report a range of concerns.
Purchase Site License
Our courses are available as site license, usable by all staff and students in a single school. All purchases come with a 30 day money back guarantee.
|One Year License – $750 + VAT per year||Purchase|
|Two Year License – $600 + VAT per year||Purchase|
|Three Year License – $500 + VAT per year||Purchase|
If you would like an invoice, or have any questions, just get in touch.