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Computing

Definition

Computing is the use of computers to learn and use technological skills, knowledge and understanding.

Computing develops problem solving schools and allows them to access the digital world of today and tomorrow.

There are three main strands of the Computing curriculum: information technology, digital literacy and computer science.

Information technology is about the use of computers for functional purposes, such as collecting and presenting information, or using search technology.

Digital literacy is about the safe and responsible use of technology, including recognising its advantages for collaboration or communication.

Finally, computer science will introduce children of all ages to understanding how computers and networks work. It will also give all children the opportunity to learn basic computer programming, from simple floor robots in Years 1 and 2, right up to creating on-screen computer games and programmes by Year 6.

Intent

For all children to leave with confident computing skills that they can use in the real world of their futures.

While they are here we will give them access to high quality computing education with the equipment necessary. They will learn to code, blog, make animations and simple games while being aware of how to keep safe on the internet.

Implementation

Key stage 1 Pupils are taught to:

  • 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
  • use technology purposefully to create, organise, store, manipulate and retrieve digital content
  • 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.

Key stage 2 Pupils are taught to:

  • 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; and the opportunities they offer for communication and collaboration
  • use search technologies effectively, appreciate how results are selected and ranked, and be discerning in evaluating digital content
  • 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
  • use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact.
Overview 1(4)Overview 2(2)

Pupils’ complete units of learning in all the above computing areas; thereby providing them with a wide range of different technological experiences using a variety of tools. The overlaps between units serve to deepen understanding of computational concepts and provide opportunities for pupils to apply and extend understanding and make links in their knowledge and capabilities. The skills from each area are built upon each year, taking into account prior learning and new concepts introduced. By Year Six they have acquired the skills to do high level computing lessons that simulate real life uses of computers and making their own games and simulations.  

At Southville we use the Purple Mash platform for the computer lessons. This engaging programme has all the software required for all the strands of computing from Year One to Six. It is a cloud-based platform for primary-aged children. It contains a wide range of age-appropriate, creative software tools for writing, drawing, coding, animating, blogging and much more. In addition to these programs, the platform provides resources and themed lesson activities, which can be set for pupils to do at home. Feedback on their work can then be provided to the pupil, including recorded audio feedback, and all the work is stored online, within Purple Mash.

Early Years

Early years have a separate curriculum. They are given opportunities to use information technology such as laptops and tablets to use throughout the week. Old phones, cameras and computers are explored through role-play to give the children experience of using technology in different environments.

Impact

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