Things to read
- Code: The Hidden Language of Computer Hardware and Software by Charles Petzold: While this book is a bit more in-depth than a typical GCSE textbook, it’s an incredibly engaging and well-regarded book that explains how computers really work, starting from basic principles like Morse code and simple switches, and building up to complex concepts of hardware and software. It doesn’t require prior technical knowledge and is written in an accessible, storytelling style. Reading this can give you a much deeper and more intuitive understanding of the fundamental principles behind computer science, which will make the GCSE concepts click more easily.
Things to listen to
- The Stack Overflow Podcast
Further studies
- Learn a New Programming Language or Dive Deeper into Your Current One: Your GCSE will introduce you to programming, but extending this can be very beneficial.
- Pick up Python (if not already): Python is highly recommended for beginners due to its readability and versatility. Platforms like Codecademy, freeCodeCamp, or Khan Academy offer excellent interactive courses.
Places to visit
- Thinktank, Birmingham Science Museum (especially their “Makers and Machines” exhibition or “Gamesworld”)
- Millennium Point (often hosts STEM events and workshops, sometimes in partnership with game development companies)
- The National Museum of Computing (in Bletchley Park, accessible as a day trip, as it houses historically significant computers with strong links to Birmingham’s collections)
I'm good at Computer Science, what job can I get?
- Software Developer/Engineer
- Cybersecurity Analyst
- Data Scientist
- Network Architect
- Web Developer
Activities
Build a “Choose Your Own Adventure” Text Game!
This activity is great because it uses fundamental programming concepts in a creative way.
What you’ll learn/practice:
- Variables: To store player choices, character names, or story states.
- Input/Output: To get choices from the player and display story text.
- Conditional Statements (if, elif, else): To control the flow of the story based on player decisions.
- Loops (while loops): (Optional, for more complex games) To allow players to retry sections or navigate menus.
- Functions: To break your story into manageable parts (e.g., a function for each room or scenario).