'Computers themselves, and software yet to be developed, will revolutionise the way we learn.'

Steve Jobs.

Computing

                                            

We are Digital Explorers

“Those who can imagine anything, can create the impossible.” 
                                                                     -  Alan Turing OBE - Inventor of the Enigma Machine

Why should we learn about Computing?

Computers are now part of everyday life. For most of us, technology is essential to our lives, at home and at work. ‘Computational thinking’ is a skill children must be taught if they are to be ready for the workplace and able to participate effectively in this digital world.

How will it help children in later life?

Computing allows us to solve problems, design systems, and understand the power and limits of human and machine intelligence. It is a skill that empowers, and one that all pupils should be aware of and develop competence in. Pupils who can think computationally are better able to conceptualise, understand and use computer-based technology, and so are better prepared for today’s world and the future.

What do we want for St Matthew's children?

At St Matthew's we aim to provide children with the skills and attributes to access and use information technology throughout their lives. The principles of Online Safety encompass all that we do and are in integral part of the Computing curriculum, in which children are taught about the importance of Online Safety and the ramifications of their digital footprint.

The children use computers, laptops/Chromebooks and programmable devices as an integrated part of their lessons.  We believe children should embrace and enjoy technology, understand its importance in their everyday lives and recognise that there are exciting career opportunities to be had in computing technologies. Alongside this, children learn about the importance of having breaks from technology and screens.

It is the intention to develop every child’s computing abilities and technical knowledge during their time at St Matthew's, in order that they leave the school with a solid foundation in computing skills fit for the technologically advanced world they will be faced with. A high-quality computing education equips pupils to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science and design and technology..

The following principles, drawn from the 2014 National Curriculum [1], drive our Computing provision:

  • 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 communication technology.

Intent  

At St Matthews we want children to be safe and confident in the digital world. 

High quality computing education will equip children with the confidence and capability to use competitional thinking safely and effectively. We aim to enhance children’s learning and communication and how they respond to new developments throughout later life by offering a broad and balanced computing curriculum. Computing is an integral part to a child’s education and everyday life. Therefore, we intend to support our pupils to access and understand the core principles of this subject through engaging and cross-curricular opportunities.  Whilst ensuring children understand the advantages and disadvantages associated with online experiences, we want them to develop as respectful, responsible and confident users of technology. We provide children with the skills to be responsible online and we make sure they are aware of measures that can be taken to keep themselves and others safe. Our computing curriculum ensures children are digitality literate, able to use, express themselves and develop their ideas through, information and communication technology at a level suitable for their future and as active participants in a digital world. 

Implementation  

Our scheme of work for Computing is adapted from the ‘Teach Computing’ Curriculum and covers all aspects of the National Curriculum. This scheme was chosen as it has been created by subject experts and based on the latest pedagogical research. It provides an innovative progression framework where computing content (concepts, knowledge, skills and objectives) has been organised into interconnected networks called learning graphs.

The curriculum aims to equip young people with the knowledge, skills and understanding they need to thrive in the digital world of today and the future. The curriculum can be broken down into 3 strands: computer science, information technology and digital literacy.  

The national curriculum for computing aims to ensure all pupils: 

  • Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation (Computer science) 
  • Can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems (Computer science) 
  • Can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems (Information technology) 
  • Are responsible, competent, confident and creative users of information and communication technology. (Digital literacy) 

What does this look like?

 Early Years Foundation Stage 

In the Early Years Foundation Stage, children focus on early technology skills through exploratory free play. Technology is now commonplace for many families and children often see and use it quite naturally when they activate a toy such as an ambulance or police car to make a siren sound. Although ‘Technology’ is no longer a specific Early Learning Goal in the EYFS revised framework, pupils’ learning experiences within Nursery and Reception form the foundation in preparing them for the Computing curriculum in Year 1. At St Matthew's, children learn to recognise the role of technology because this helps them to identify the different types of technology and what they are useful for. This hands on learning may include operating a CD player independently, calculators or ‘bee-bot’ robot toys. By the time the children are in Reception, they have use of the classroom interactive board, which is used for large-scale educational games and activities during choosing time focussing on skills such as handwriting and number sequencing. This then forms the foundation for more in-depth learning through the computing curriculum and teaching that begins in Year 1.

Key Stage One (Years One and Two)

In Key Stage One Computing is taught weekly through the Teach Computing Curriculum. This is made up of 6 stands, one strand been taught each half term. Project Evolve is also taught alongside this to teach Online Safety. Project evolve is composed of eight strands, as a school we focus on a different strand each half term and these are chosen based on our contextual information. We rotate these stands appropriately to meet the needs of our school and the children. 

Key Stage One pupils begin to explore the impact and common uses of information technology beyond school and within the wider society. They develop a foundational understanding of what algorithms are, how they are implemented as programs on digital devices, and that programs execute by following precise and unambiguous instructions. They use this knowledge to create and debug simple programs, using technology purposefully to create, organise, store, manipulate and retrieve digital content. Pupils also further draw upon their knowledge and logical reasoning to predict the behaviour of simple programs.

 

Year One

Year Two

Autumn term

Technology around us

Digital painting

Information Technology around us

Digital photography

 

Spring term

Moving a robot

Grouping data

Robot Algorithms

Pictograms

Summer term

Digital writing

Programming animations

 

Digital music

Programming quizzes

 

Key Stage Two (Years Three to Six) 

In Key Stage Two Computing is taught weekly through the Teach Computing Curriculum.  This is made up of 6 stands, one strand been taught each half term. Project Evolve is also taught alongside this to teach Online Safety. Project evolve is composed of eight strands, as a school we focus on a different strand each half term and these are chosen based on our contextual information. We rotate these stands appropriately to meet the needs of our school and the children. 

Key Stage Two pupils continue to expand their experience and knowledge of computational systems, networks and software. They design, write and debug programs that target a particular audience and accomplish specific goals, with increasing complexity. They learn to control and simulate physical systems, using sequence, selection, and repetition in programs, and working with a range of variables and various forms of input and output. Pupils use logical reasoning to explain how simple algorithms work and to detect and correct errors in algorithms and program, solving problems by decomposing them into smaller parts and components. Pupils grow in confidence in their understanding and use of the Internet and the opportunities this offers for communication and collaboration. They learn to use search technologies, are taught to appreciate how results are selected and ranked, and develop the knowledge required to effectively evaluate digital content for purpose, audience and safety.

While pupils develop a secure understanding and ability to engage with a range of technological programs, software and devices, all learning is underpinned by the principles of online safety, with all lessons making direct reference to safe practices when necessary. Pupils are taught to use technology safely, respectfully and responsibly. They learn to keep personal information private and grow increasingly more confident to recognise the differences between acceptable and unacceptable online behaviour and how to approach this. Pupils learn where to go for help and support when they have concerns about content, identifying a range of ways to report concerns about both content and contact through a range of technological devices.

 

Year Three

Year Four

Year Five

Year Six

Autumn Term

Computing systems and networks - Connecting computers

Creating Media using Stop Frame Animation.

 

The internet 

Audio Production

 

Systems and searching

Video production

 

Communication and collaboration

Web page creation

Spring Term

Sequencing sounds

Branching databases

Repetition in shapes

Data logging

Selection in physical computing

Flat-file databases

Variables in games

Introduction to Spreadsheets 

Summer Term

Desktop publishing

Events and actions in programmes

 

Photo editing

Repetition in games

 

Introduction to vector graphics

Selection in quizzes

 

3D modelling

Sensing movements

Progression of Knowledge, Skills and Understanding

The Progression of Knowledge, Skills and Understanding in Computing document refers to how concepts, skills and knowledge in computing are planned, built upon and revisited year on year to embed knowledge, aligned with the whole school curriculum intent. This knowledge underpins all future learning, and there is a cumulative effect of teaching across key stages. 

Our curriculum map and progression of knowledge and skills document can be found here:

Curriculum Map and Progression Document

Online Safety and Digital Citizenship 

 

A key part of implementing our computing curriculum was to ensure that our children are taught to be safe and confident in the digital world. We take online safety very seriously and we aim to give children the necessary skills to keep themselves safe online. Children have a right to enjoy childhood online, to access safe online spaces and to benefit from all the opportunities that a connected world can bring them, appropriate to their age and stage. 

Children build online resilience through the use of the ‘Project Evolve – Education for a Connected World’ framework. The framework aims to support and broaden the provision of online safety education, so that it is empowering, builds resilience and effects positive culture change. The objectives promote the development of safe and appropriate long-term behaviours, and support educators in shaping the culture within their setting and beyond. 

At St Matthew's, we have embedded Online Safety into our curriculum. Due to the rise of smartphones and other digital devices, children are able to do many different things on the internet – sometimes even better than adults! However, having the knowledge and skills does not always prepare them for the risks that come with using the internet. St Matthew's, we regularly discuss these risks, and you can support us by continuing these conversations at home.

 

For more information, please click on the images which will direct you to information.​        

The impact of our computing curriculum is… 

  • Lessons are exciting and engaging 
  • It opens up new doors to endless opportunities  
  • It helps children to communicate & collaborate 
  • It is a great resource for widening children’s knowledge 
  • Children are taught skills for life 
  • Children are taught to be safe online 
  • Children are provided with opportunities to be resilient and solve problems 
  • Children are offered tools to record and manipulate information 
  • It helps us to bring ideas to life 
  • Inclusion

    Adaptive teaching is key to delivering an effective and inclusive curriculum.   All pupils' starting points are considered and activities and work is matched to ensure pupils reach their full potential, whilst supporting the child's learning.  Adult support, a range of activities, equipment, scaffolding, questioning and resources can enable children of all abilities to access learning. 

     Our school will ensure that:

    • all children have entitlement to a broad and balanced, enriching curriculum
    • all children enjoy an active involvement in Computing
    • all children have opportunities to experience a broad and balanced range of computing activities
    • all children have opportunities to learn about computing using different platforms and from different media
    • all children will be given equal access to the experience of computing regardless of their gender, race, disability, medical or other needs
    • teachers use a variety of approaches that are matched to the activity and the ability of the children

Research

[1] Dfe Computing programmes of study: key stage 1 and 2 - National Curriculum or England

Computing Curriculum Path

Computing Recommended Reads

If you want to learn more about Computing, why not try our recommended reads by following the link below...

Follow this link to find a range of computing themed books, including: coding, computer science and internet safety... 

 https://www.booksfortopics.com/science

                                                

 Additional Resources 

Computer Science/Coding

Scratch 3– an amazing free resource suitable for KS2. With Scratch, Children can program their own interactive stories, games, and animations — and share their creations with others in the online community. The “ideas” sections contains fabulous activities and tutorials. 

Scratch Jr – is an introductory programming language that enables young children (ages 5-7) to create their own interactive stories and games. Children snap together graphical programming blocks to make characters move, jump, dance, and sing. The “Learn” section contains useful guidance, descriptions and hints and tips.

Hour of Code – is another outstanding resource. It is free to use and offers a wide range of coding activities for all ages, covering all the fundamentals of programming . Most of the activities have their own tutorial to follow, which lead children through each step of the challenge. Suitable for beginners and more comfortable coders, this website offers something for everyone, including unplugged (no iPad/laptop/PC required) activities. 

code.org – offers a range of outstanding activities for all ages, including code breaks, hour of code activities, useful videos and a whole catalogue of courses. Courses teach the fundamentals of coding (sequencing, loops, events, etc), are age appropriate and children can work through them at their own pace. Children don’t need an account to access the activities, however if you set up an account their progress will be saved.

The video below offers an overview of what is on offer.

 

Minecraft education edition– Microsoft has made some of its educational Minecraft games freely available online.

BBC Bitesize KS1 –   excellent videos and information for KS1 children about all aspects of Computing – answering fundamental questions such as “What is a computer?”.

BBC Bitesize KS2 –   excellent videos and information for KS2 children about all aspects of Computing – answering fundamental questions such as “How do search engines work?”.

BBC Dance mat typing – children can learn to touch type with this fun resource.

Chrome Music Lab – a great way for children to get creative with music and explore its connections to science, maths, art, dance and more. It’s free, you don’t need to set up an account and it works across all devices.