Computing
Computing at Bidbury Infant School
At Bidbury, our learning in computing is based on the Kapow Primary Computing scheme of work. This aims to instil a sense of enjoyment around using technology and to develop pupils' appreciation of its capabilities and the oportunities technology offers to create, manage, organise and collaborate. Tinkering with software and programs forms a part of the ethos of our approach as we want to develop pupils' confidence when encountering new technology, which is a vital skill in the ever-evolving and changing landscape of technology. Though our curriculum, we intend for pupils not only to be digitally competent and have a range of transferable skills at a suitable level for the future workplace, but also to be responsible online citizens.
In line with national curriculum guidance, our computing curriculum content is organised into three strands: computer science, information technology and digital literacy. There is a clear progression of skills and knowledge within these strands across each year group. The Kapow Primary scheme for computing is organised into five key areas, creating a cyclical route through which pupils can develop their computing knowledge and skills by revisiting and building on previous learning:
In addition, skills showcase units give children the chance to combine and apply skills and knowledge gained, from a range of the five key areas above, to produce a specific outcome.
Kapow Primary’s computing scheme of work has been designed as a spiral curriculum with the following key principles in mind:
Early Years Foundation Stage (EYFS)
Our EYFS lessons are play-based, hands-on and fun and a natural precursor to computing in Year 1. Whilst the technology strand is no longer a specific area in the EYFS framework (2021), we believe that having the opportunity to develop computing skills at an early age can foster interest and confidence in technology and give pupils an advantage going into key stage 1. The EYFS units link to the prime and specific areas of the EYFS framework 2021 and Development Matters Guidance and focus on the same key areas as key stage 1.
There are four EYFS units focused on the strands of computing systems and networks, programming and data handling. These units consist of a mixture of adult-led and child-initiated activities which are selected by the teacher to fit in with different themes or topics. The children are also introduced to computing through continuous provision and by enabling them to explore different forms of technology in their daily classroom play.
Year R
EYFS activities are designed to be used throughout the year to support Reception teachers in targeting Development Matters statements, while also laying the foundations for pupils’ further learning in computing. |
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Using a computer Computing systems and networks (all 5 lessons)
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Discovering the main parts of a computer and how to use the keyboard and mouse. Learning how to log in and out. |
Programming All about instructions (all 5 lessons)
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Receiving and giving instructions and understanding the importance of precise instructions. |
Computing systems and networks Expoloring hardware (lessons 1-4 only)
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Tinkering and exploring with different computer hardware and learning to operate a camera. |
Data handling Introduction to data (lessons 1-4 only)
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Sorting and categorising data and introducing branching databases and pictograms. |
Key Stage 1 (Years 1 and 2)
For key stage 1, the scheme of work aligns with the National Curriculum computing aims, enables pupils to meet the end of key stage 1 attainment targets and meets the objectives of the DfE's Education for a Connected World framework.
Primary National Curriculum for computing aims (by the end of key stage 2):
By the end of key stage 1, pupils should be taught to:
DfE National Curriculum: computing programme of study: key stage 1
DfE's Education for a Connected World framework:
Year 1
Computing systems and networks |
Programming 1 | Creating media | Programming 2 | Online safety |
Improving mouse skills | Algorithms unplugged | Digital imagery | Programming Bee-Bots | Online safety Y1 |
Learning how to login and navigate around a computer; developing mouse skills; learning how to drag, drop, click and control a cursor to create works of art | Identifying where algorithms, decomposition and debugging can be found in relatable, familiar contexts. Following directions, learning why instructions need to be specific. | Taking and editing photos, searching for and adding images to a project. | Introducing programming through the use of a robot (Bee-Bot) and exploring its functions. | Learning how to stay safe online and how to manage feelings and emotions when someone or something has upset us. |
Pupils should be taught to: | Improving mouse skills | Algorithms unplugged | Digital imagery | Programming Bee-Bots | Online safety Y1 | |
Understand what algorithms are, how they are implemented as programs on digital devices and that programs execute by following precise and unambiguous instructions (computer science). | ü | ü | ||||
Create and debug simple programs (computer science). | ü | ü | ||||
Use logical reasoning to predict the behaviour of simple programs (computer science) | ü | ü | ||||
Use technology purposefully to create, organise, store, manipulate and retrieve digital content (digital literacy) | ü | ü | ||||
Recognise common uses of information technology beyond school (information technology). | ü | ü | ü | |||
Use technology safely and respectfully, keeping personal information private; identify where to go for help and support when they have concerns about content or contact on the internet or other online technologies (digital literacy). | ü | ü | ü |
Year 2
Computing systems and networks |
Programming 1 | Data Handling | Programming 2 | Online safety |
What is a computer? | Algorithms and debugging | International Space Station | ScratchJr | Online safety Y2 |
Exploring what a computer is by identifying how inputs and outputs work and how computers are used in the wider world. Designing a computerised invention. | Developing an understanding of; what algorithms are, how to program them and how they can be developed to be more efficient including the introduction of loops. | Learning how data is collected, used and displayed and the scientific learning of the conditions needed for plants and humans to survive. | Exploring what ‘blocks’ do’ by carrying out an informative cycle of predict > test > review. Programming a familiar story and make a musical instrument. | Learning how to keep information safe and private online; who we should ask before sharing things online and how to give, or deny permission online. |
Pupils should be taught to: | What is a computer? | Algorithms and debugging | International Space Station | ScratchJr | Online safety Y2 | |
Understand what algorithms are, how they are implemented as programs on digital devices and that programs execute by following precise and unambiguous instructions (computer science). | ü | ü | ü | ü | ||
Create and debug simple programs (computer science). | ü | ü | ||||
Use logical reasoning to predict the behaviour of simple programs (computer science) | ü | ü | ||||
Use technology purposefully to create, organise, store, manipulate and retrieve digital content (digital literacy) | ü | ü | ü | |||
Recognise common uses of information technology beyond school (information technology). | ü | ü | ||||
Use technology safely and respectfully, keeping personal information private; identify where to go for help and support when they have concerns about content or contact on the internet or other online technologies (digital literacy). | ü |
Impact
The impact of our computing curriculum is constantly monitored through both formative and summative assessment opportunities. Teachers assess children against the learning objectives for each lesson. Each unit has a unit quiz and knowledge catcher, which can be used at the start or end of the unit to assess children’s understanding.
The expected impact is that children will meet or exceed the end of key stage expectations outlined in the national curriculum for computing by the end of Year 2. After following our computing curriculum, pupils should leave infant school equipped with a range of technical and online skills to enable them to succeed in the key stage 2 computing curriculum and be active participants in the ever-increasing digital world.