Computing
“I think it's fair to say that personal computers have become the most empowering tool we've ever created. They're tools of communication, they're tools of creativity, and they can be shaped by their user.”
Bill Gates
What is the vision for Computing in our school?
At St Werburgh's & St Columba's Primary School, we want our children to receive a high-quality computing education that equips pupils to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science, 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.
What does our Computing curriculum offer to our pupils?
We aim to prepare our learners for their future by giving them the opportunities to gain knowledge and develop skills that will equip them for an ever changing digital world. Knowledge and understanding of COMPUTING is of increasing importance for children’s futures both at home and for employment. Our Computing curriculum focuses on a progression of skills in digital literacy, computer science, information technology and online safety to ensure that children become competent in safely using, as well as understanding, technology. These strands are revisited repeatedly through a range of themes during children’s time in school to ensure the learning is embedded and skills are successfully developed. We intend that Computing will also support children’s creativity and cross-curricular learning to engage children and enrich their experiences in school.
What effect does our Computing curriculum have on our children?
We want the children to see Computing as being relevant to their world and applicable to everyday life as well as being something that they need as they move on through their school life and ultimately to the world of employment and beyond. We are passionate about providing our pupils with the very best possible resources, our newly refurbished computing suite enables all children access to the latest technology for many aspects of their computing learning.
Curriculum Unit Overviews
Below are a series of links to the units of work that the children will be exploring during each academic year. The document outlines the key objectives and vocabulary that the children will encounter during their learning.
Year 1
Technology Around Us
Digital Paintings
Digital Writing
Grouping Data
Moving a Robot
Introduction to Animation
Year 2
Computing Systems and Networks
Creating media – Digital photography
Programming A – Robot Algorithms
Data and Information – Pictograms
Creating Media – Making Music
Programming – An introduction to quizzes
Year 3 and 4
Cycle A
Computing systems and networks – Connecting computers
Creating media – Desktop publishing
Creating media – Animation B
Data and information – Branching databases
Programming A Sequences in music
Programming B Events and Actions
Cycle B
Computing systems and networks – The Internet
Creating media – Audio editing
Data and information – Data logging
Creating media – Photo editing
Programming B – Repetition in games
Programming B - Repetition in shape
Year 5 and 6
Cycle A
Computing systems and networks – Sharing information
Creating media – Video editing
Programming A – Selection in physical computing
Data and information – Flat-file databases
Data and information – Flat-file databases
Programming B – Selection in quizzes
Cycle B
Computing systems and networks – Communication
Creating media – Web page creation
Programming A – Variables in games
Data and information – Spreadsheets
Creating media – 3D Modelling
Programming B – Sensing