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Computing Curriculum

 

There are 3 main aspects to the Computing Curriculum:

Computer Science, Information Technology and Digital Literacy.

So what does it all mean?

Computer Science covers a range of topics such as, how computer networks work, algorithms, sequences, selection and variables. It incorparates techniques and methods for solving problems and advancing knowledge. Children are taught the principles of information and computation, how digital systems work and how to put this knowledge to use through programming.

Information Technology involves the creation, organisation and manipulation of digital content, this could be interpreted as many things from audio to images to film and beyond. Children are also taught how to use search technologies effectively and how to analyse, present and evaluate data.

Digital Literacy enables children to use, and express themselves and develop their ideas through, information and communication technology. It also helps children to become good 'digital citizens' - often referred to as ‘online safety’. This ensures children know how to use technology safely, respectfully and responsibly. 

Subject Content

 

Key Stage 1

Key Stage 2

Computer Science

  • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
  • Create and debug simple programs.
  • Use logical reasoning to predict the behaviour of simple programs.
  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
  • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
  • Understand computer networks including the internet; how they can provide multiple services, such as the World Wide Web.
  • Appreciate how [search] results are selected and ranked

Information Technology

  • Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
  • Use search technologies effectively.
  • Select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information.

Digital Literacy

  • Recognise common uses of information technology beyond school.
  • Use technology safely and respectfully, keeping personal information private; identify where to go for help and support when they have concerns about content or contact on the internet or other online technologies.
  • Understand the opportunities [networks] offer for communication and collaboration.
  • Be discerning in evaluating digital content.
  • Use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact.

Computing in the Early Years Foundation Stage

In Nursery and Reception, children are given the opportunity to explore a range of technology through child initiated play and direct teaching time.

Early Learning Goals linked to Computing

ELG 15 Technology: children recognise that a range of technology is used in places such as homes and schools. They select and use technology for particular purposes.

ELG 17 Being imaginative: children use what they have learnt about media and materials in original ways, thinking about uses and purposes. They represent their own ideas, thoughts and feelings through design and technology, art, music, dance, role-play and stories.

Computing Scheme of Work

From Spring Term 2 2018 we will be trialling a scheme of work from Purple Mash. Year 1 to Year 6 will use the scheme to ensure good coverage of the computing curriculum, although at times other schemes maybe used along side this to allow children to use a varied range of technology. Nursey and Reception will be dipping in and out of the Purple Mash scheme of work depending on what they are currently covering in their child-led curriculum.

Computing Yearly Overview Y1-Y6

Policies 

E-safety Policy (awaiting ratification from governing body)

Computing Policy (awaiting ratification from governing body)

Software

To fulfil the GDPR regulations, we are required to ask parental permission before storing data about our pupils. We use a wide variety of software that require us to store pupils’ usernames and their work. Children’s work created with these tools are completely private and will not be shared beyond the programme unless parents have given permission with the photograph permission agreement.

Details of software that require children's personal details:

Software

Information shared by school

Other data held on the programme

Purple Mash by 2simple - Educational website used to support computing curriculum

Child’s full name and year group

Any work produced by the child on the programme.

2Build a profile by 2simple - Evidence collecting and assessment tool.

Child’s full name, date of birth, unique pupil number, gender, year group

Observations and assessments added by staff.

Google Suite - docs, sheets, slides, classroom. Allows children to work on Chromebook laptops

Child’s full name

Any work produced by the child in the suite.

Class Dojo - behaviour management website

Child’s first name

Points collected or deducted by child.

OTrack by Optimum - Assessment Tool

Child’s full name, date of birth, unique pupil number, gender, year group

Child’s assessment data for every subject added by staff.

Seesaw - Evidence collecting tool that allows parents to privately view their child’s work.

Child’s first name and year group

Any work produced or posted by the child on the programme.

Teach my Monster to Read - games aimed at improving reading.

Child’s first name and year group

Scores and levels the children achieve on the games.

 

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