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Water Leys

Primary School

Computing

Computing at Water Leys

 

Intent – What we are trying to achieve?

At Water Leys Primary School, we acknowledge the demands that technology plays, and will continue to play, in our evolving society. Therefore, we want to equip our children at Water Leys with the skills and knowledge they need to be competent, confident and safe internet users in a flourishing digital world. We aim to provide children with access to high-quality resources and teaching that prepares our pupils to work in the rapidly changing modern world that allows them to aspire to pursue roles in the digital technology industry.

Scheme of learning

The effective teaching and learning of Computing at Water Leys will be outlined by the ‘National Centre for Computing Education’ (NCCE) and ‘Barefoot Computing’, which ensures full coverage of the National Curriculum and allows for a broad and deep understanding of the three areas of Computing:

Computer Science- underlines the knowledge and skills relating to computational thinking, coding, algorithms and networks.

Digital Literacy- underlines the knowledge and skills relating to online safety and technology in society.

Information Technology- underlines the knowledge and skills relating to digital communication, creating multimedia content and data representation/handling.

The underpinning of these programmes of study will be reflected in a combination of practical and theory-based lessons, from EYFS to Year 6, that promotes discussion and nurtures an understanding to enable digitally literate individuals.

 

Implementation – How do we translate our vision into practice?

• All children will study Computing for 45 minutes per week, with Mrs Williams.

• Carefully designed schemes of learning in Computing ensure that knowledge is delivered sequentially and consistently. This includes preparing our EYFS pupils for Key Stage 1, and our Year 6 pupils for KS3.

• Progression is carefully considered and monitored throughout the Key Stages, to allow our children to build upon their skills year after year.

• As well as becoming digitally literate through our computing curriculum, pupils will also learn to combine their skills and knowledge to support Science and Design and Technology (D&T).

• In EYFS and KS1, pupils record their work and are able to review their prior learning through photos and copies of their digital work in folders. Whilst, KS2 Pupils are given the responsibility to showcase their work through a digital workbook, preparing them for KS3.
 

Impact – What is the impact of our curriculum on the students?

• Children of all abilities and backgrounds achieve well in Computing. Children talk enthusiastically about their learning in Computing and are eager to further their learning in the next stages of their education.

• There is evidence of good outcomes as shown in pupils’ ability in Computing in the areas of computer science, digital literacy and Information Technology. Their folders and digital books reveal their enthusiasm of the subject. These indicators reflect the impact of deep learning.

• Pupils are able to transfer computing skills to other areas of their learning, demonstrating a secure understanding of their knowledge and skills.

• Pupils feel prepared and equipped to move onto their next Key Stage of learning.

• Children are competent and have the knowledge of how to use the internet and digital devices safely and knowing who their trusted adults are to seek for support.

 

 

Computing Systems and Networks

Creating Media 

Programming 

Data and Technology

Creating media

Programming

EYFS

Awesome AutumnWinter Warmers Spring TimeBoats Ahoy!Summer FunBusy Bodies

Year 1

Technology around usDigital PaintingMoving a Robot Grouping DataDigital WritingProgramming and Animation

Year 2

Information technology around usDigital PhotographyRobot Algorithms PictogramsMaking MusicProgramming Quizzes 

Year 3

Connecting ComputersStop-frame AnimationSequencing SoundsBranching DatabasesDesktop PublishingEvents and Actions in Programming 

Year 4

The Internet Audio ProductionRepetition in Shapes Data LoggingPhoto EditingRepetition in Games

Year 5

Systems and Searching Video ProductionSelection in Physical ComputingFlat-File DatabasesVector DrawingSelection in Quizzes

Year 6

Communication and CollaborationWebpage CreationVariables in GamesIntroduction to Spreadsheets3D ModellingSensing

 

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