'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

Overview of Computing throughout the school.

Early Years Foundation Stage:

Computing falls under the Understanding of the World area of learning. In Nursery, Computing is not learnt as a discreet subject, rather, the children are exposed to various technology throughout their session including use of the class computer and toys such as remote control cars, a CD player and BeeBots. In Reception children have access to the class computer and make use of some time in the Computer Suite to focus on logging on, mouse and keyboard skills.

In Key Stage 1 and 2 we follow the Rising Stars Scheme of Work to ensure progression and continuity and curriculum/skill coverage. Topics covered include:

In Year 1:

  • Using programmable toys.
  • Illustrating an eBook.
  • Creating a card.
  • Filming a recipe.
  • Finding images.
  • Producing a talking book.

In Year 2:

  • Programming on screen.
  • Exploring how computer games work.
  • Taking, selecting and editing digital images.
  • Researching a topic.
  • Communicating by email.
  • Recording plant data.

In Year 3:

  • Programming an animation.
  • Finding and correcting bugs in programs.
  • Shooting and editing video.
  • Emails.
  • Creating a survey and analysing the results.

In Year 4:

  • Developing a simple game.
  • Creating an interactive toy.
  • Producing digital music.
  • Editing and writing html.
  • Recording and analysing weather data.
  • Using Excel for graphs.

In Year 5:

  • Developing an interactive game.
  • Cracking codes.
  • Creating geometric art.
  • Creating a website.

In Year 6:

  • Making a text-based adventure game.
  • Using simple formulae in Excel.
  • Using media and mapping to document a trip.
  • Exploring computer networks including the internet.
  • Making a simple app.
  • Creating a magazine.