Computing
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, 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. (National Curriculum 2014
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Intent of the Computing Curriculum at Wheatfields Juniors
Our computing curriculum is created to support a high level of digital literacy in children so that they are safe, competent and creative users of technology. This is achieved by building essential understanding and skills through investigating, selecting and using a range of applications on different devices and platforms. It also aims to inspire children to become productive creators and designers of technology, by introducing the essential aspects of computer science in a way which blends with the ethos and learning approaches of the primary phase.
Implementation - What does Computing look like at Wheatfields Junior School?
At Wheatfields Junior School we use NCCE Teach Computing as a scheme of learning.
Through this, we aim to embed an inclusive, enriched computing curriculum with clear progression across the school.
All resources include a clear overview, scaffolding, exploratory tasks, clear progression and both formative and summative assessments.
Each key stage has a clear curriculum map built around an innovative progression framework where computing content has been organised into interconnected networks we call learning graphs.
The 6 strands allow the children to enjoy many elements of the computing curriculum and not just coding. Creative Media allows children to work on their creative skills whilst Computer Systems and Networks allow the children to understand computer networks including the Internet and how they can provide multiple services such as the World Wide Web.
Impact - by the end of Key Stage 2 our children will:
- 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
Teach Computing Curriculum Map
Y6 Using Spreadsheets on Google Sheets