St Anthony's Catholic Primary School

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Information TechnologyCottons Farm Primary Academy: Computing

 Intent 

A high quality computing education is fundamental in preparing our children for the rapidly changing technological

world in which we live. Our computing curriculum has been designed to meet the unique setting of our school. Our

curriculum is tailored to provide all pupils with the opportunity to immerse in and master their learning. It encourages

children to develop a greater understanding of technology, gives them purpose as to why we learn about computing

and provides them with the skills they need to become autonomous, independent users of computing technologies. 

Computing has deep links with mathematics, science, and design and technology, and provides insights into both

natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of

information and computation, how digital systems work, and how to put this knowledge to use through programming.

Building on this knowledge and understanding, pupils are equipped to use information technology to create

programs, systems and a range of content. 

Computing also ensures that pupils become digitally literate – able to use, and express themselves and develop their

ideas through, information and communication technology – at a level suitable for the future workplace and as active

participants in a digital world. 

We aim to provide a high quality, relevant, challenging and enjoyable curriculum for ICT and computing for all pupils.

 

Implementation

Planning for Computing is implemented using two core documents: The National Curriculum Programme of Study for

Computing and the Statutory Framework for Early Years Foundation Stage. Long term planning has been developed

using the Bradford Scheme of Work that demonstrates coverage and progression of the attainment expectations at

the end of Key Stage 1 and Key Stage as identified in the Computing POS.  

 

KS1 

By the end of key stage 1 pupils should be taught to: 

•              Understand what algorithms are, how they are implemented as programs on digital devices, and that

programs execute by following a sequence of instructions

•              Write and test simple programs

•              Use logical reasoning to predict and computing the behaviour of simple programs

•              Organise, store, manipulate and retrieve data in a range of digital formats 

•              Communicate safely and respectfully online, keeping personal information private, and recognise common

uses of information technology beyond school.

 

 KS2

 By the end of key stage 2 pupils should be taught to:

•              Design and write 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; generate appropriate inputs and predicted outputs to test programs

•              Use logical reasoning to explain how a simple algorithm works 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 

•              Describe how internet search engines find and store data; use search engines effectively; be discerning in

evaluating digital content; respect individuals and intellectual property; use technology responsibly, securely and

safely 

•              Select, use and combine a variety of software (including internet services) on a range of digital devices to

accomplish given goals, including collecting, analysing, evaluating and presenting data and information.

 

By the end of each key stage, pupils are expected to know, apply and understand the matters, skills and processes

specified in the relevant programme of study. 

 

We seek to inspire in children a love of computing and the aims of computing is to equip children with the skills

necessary to use technology to become independent learners. The teaching style that we adopt is as active and

practical as possible.

The subject leader is responsible for monitoring the standard of the children’s work and the quality of teaching in line

with the schools monitoring cycle. This may be through lesson observations, book trawl of looking at other data for

the subject.  Formative assessment is used by the class teacher and teaching assistant during whole class or group

teaching. School is equipped with a number of IPADs, laptops and netbooks. Equipment is kept in trolleys and is

locked needing a key to access them. The laptops have Scratch installed for programming purposes as well as

Microsoft office. Each teacher has their own personal IPAD to use in class, a user name and password to access the

school system and a school e-mail. We have a computing technician to monitor and maintain the database and school network who visits on a weekly basis.  

 

Impact

The impact of the Computing curriculum is monitored regularly by the Computing subject leader through pupil

discussion, samples of work and discussion with teachers.  Our approach to the curriculum results in a fun, engaging,

and high-quality computing education. It aims to develop a range of programming and technological skills that are

transferable to other curriculum areas, including Science Mathematics, English and History. Progress is assessed on

an on-going basis by using the National Curriculum Programme of Study for Computing (KS1 and KS2) and the

Statutory Framework for Early Years Foundation Stage. 

 

Please click here to see how skills progression is planned for in IT.

 

Please click here to see how vocabulary progression is planned for in IT.

 

 

Year 1

 

Media

My Memory Box

label

Name and face

label

Computer science Algorithms

Online Safety

To know that not everyone is kind

when working online

Data Handling

How to represent data in a pictogram

Computer science Algorithms and Programs :

Bee Bot robots & iPad Bee Bots.

Media

How to create simple documents

 

 

Year 2

Computer science

Algorithms – to build a model

 

Media

How to format documents such as font, size and colour

 

Online Safety

To identify issues that may make

people feel sad/ frightened or

worried online and

recognise what we should do if we

find ourselves in this situation.

Media

To further develop typing skills and create an

Information leaflet.

Computer science

Scratch Junior

2 Code: P Mash

 

Data Handling

To represent data in graphs and

pictograms

 

Year 3

Online Safety Recognise and identify where online bullying

could take place

and what it might look like.

To identify what a person should do

when they come across online bullying.

Media

Internet research and communication.

Word Processing.

 

Computer science To build on our knowledge and

understanding of

sequencing and debugging

programs and

algorithms in KS1.

 

Media

Drawing and desktop

publishing.

The importance of using keywords

effectively when

searching a wide range of

technologies.

 

Data Handling

Presentation skills

 

Computer science

Programming

turtle logo and scratch

Year 4

Computer science

How to decompose

existing programs into smaller parts and compare the

Media Create longer animations which contain a title and credits.

 

Online-safety

Our online identity can be different to out offline identity To identify positive

Media

How to create audio using layers.

 

Computer science

How to further develop our

debugging skills by debugging programs with

Data Handling

How to create simple databases

using Purple Mash

 

 

 

features of

different programs

(comparing games

 

ways for someone to interact online.

What the digital age of consent is

and the impact this has on online

services asking for consent.

  

 

deliberately

placed bugs.

 

 

Year 5

Media

Word processing

-typing speed

-Viking longboat

Media

Media – presenting information powerpoint.

 

Understanding technologies – networks

 

Online-safety

Identify ways to report concerns

and access support about online line

bullying at home and at school

including helplines that are available

What is meant by the term

‘stereotype’ and identify/ recognise how ‘stereotypes’.

Computer Science

– 3 weeks

Gamemaker’s

toolkit

 

Data handling

Create a data collection sheet and set up a

database – 3 weeks

Computer Science

– 3 weeks 

Gamemaker’s

toolkit

 

Data handling – present results – 2 weeks

Media

Digital images

-Minibeasts

Combine images into a short film.

 

Animation – life cycle of a butterfly.

Year 6

Computer Science Programming:

Scratch

 

Design, write and debug programs

 

Online Safety

Use search technologies effectively, Use technology safely, respectfully and responsibly; recognise

acceptable/unacceptable

behaviour; identify a range of ways to report concerns about content and contact

Computer Science

How to the create games and

learning guides for others

 

Media

Select, use and combine a variety of software

(including internet services) on a

range of digital devices

 

Data Handling

Collect, analyse, evaluate and

present data and

information using a variety of

applications on a range of digital devices.

Media

Create an interactive tour

guide of Clayton.