Thomas Arnold Primary School

Computing

Computing Curriculum Statement

Intent

At Thomas Arnold, we value computing as an important part of the children’s entitlement to a broad and balanced curriculum and believe that 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 three main areas of our computing curriculum are: Computer Science, Information Technology and Digital Literacy. 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. Our curriculum aims to help pupils with the understanding of Computer Science. We believe that a high-quality computing curriculum builds on this knowledge and equips pupils to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate and are able to use, and express themselves and develop their ideas through, information and communication technology. Being digitally literate means pupils are suitably skilled for the workplace and are active participants in a digital world.

E-Safety

Our whole school approach to E-safety helps to ensure children are taught how to stay safe online – both in and outside of school. E-safety is an essential aspect of the curriculum as it equips pupils with the skills to fully utilise the internet and technology in a safe and respectful way. We address the principles of online safety and teach them in an age appropriate way. We encourage pupils to ask questions, seek advice and raise concerns about the fast-growing internet. It is an exciting time for pupils, but it also creates challenges and dangers. It is our duty to teach pupils how to conduct themselves in a respectable manner online. These behavioural skills should replicate positives ones that are taught offline. Pupils will have the skills to analyse why people behave differently online, display intensified online emotions and consider unacceptable online behaviour.

The aims of our Computing curriculum is to deliver a curriculum that is accessible to all pupils, so they know more, remember more and understand more. Our Computing curriculum aims to:

  • Give pupils the opportunity to analyse, order and solve problems which will provide pupils with the skills to become digitally literate, a skill which we see as vital for our pupils to possess in order to be successful in their future careers.
  • Give pupils the opportunity to unlock and explore their innate digital creative potential and develop their digital confidence, competence and curiosity.
  • Understand key concepts related to e-safety and know how to be digitally safe.
  • Learn about key people who have significantly shaped our lives as a result of digital innovation, and use this as a foundations to express their own digital creative ideas.
  • Become independent and critical thinkers, who can ‘think outside the box’ and have the creative digital confidence to take risks.
  • Develop reflection skills and understand this is part of the creative digital process.

Implementation

At Thomas Arnold, we use Purple Mash as our main scheme of work to teach Computing. Our Computing curriculum follows the guidance stated in the National Curriculum. Lessons follow a clear and consistent teaching sequence. Computing is taught as an independent subject and aspects of it naturally occur in other curriculum subjects. Topics are mapped out in each year group’s overview. Our teachers follow the sequence outlined on the curriculum overviews. The cross curricular nature of Computing offers a setting for children to apply knowledge and skills linked to nearly all other curriculum subjects. Our Computing curriculum has been designed to provide a wealth of learning opportunities as it is woven throughout many subjects. The design of our Computing curriculum allows pupils time to revise and revisit key concepts as well as build upon prior knowledge to develop transferable skills, which will be valuable in their future learning.

The National Curriculum for Computing aims to ensure that all pupils:

  • Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
  • Can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems.
  • Can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
  • Are responsible, competent, confident and creative users of information and communication technology.

Through our engaging Computing curriculum, we give our pupils many opportunities be digitally successful and confident, so they leave primary school with the skills and knowledge necessary to progress to the next stage of their digital and Computing education.

We believe our pupils receive rich, deep learning experiences that teach pupils to analytically solve problems on new or unfamiliar technologies. We enable them to explore, analyse and present digital information with a clear progression of skills throughout the year groups. This ensures that learning is embedded and that pupils are competent in safely using and understanding technology. Key concepts and skills are revised and revisited regularly. A strong focus for teaching is the use of correct technical vocabulary and digital skill. Teachers carefully plan and model vocabulary and digital skills through discussion and subject specific vocabulary, so pupils can embed learning into their long-term memory.

Scheme of Work

We use the Purple Mash scheme of work to develop Computing skills. We believe that a clear and effective scheme of work that provides coverage in line with the National Curriculum is essential to meet the requirements of our children in order for them to thrive. To ensure that children are being exposed to high-quality lessons focusing on the skills and knowledge required to be successful ‘computational thinkers’, we have invested in Purple Mash. This ensures that all key areas of the computing curriculum are taught and revisited during a child’s primary school years. This allows our children to build on their learning year after year, building on their vocabulary and to also practice skills where they may not be as confident and likewise, progress their knowledge and skills even further.

Research

As part of the Computing and wider curriculum, pupils are given opportunities to use a variety of research mediums to develop independent thinking and promote curiosity by utilising internet search engines, books and discussions. This allows pupils to lead their own learning and feed their inquisitiveness and raise their engagement in this subject.

Basic Skills

English, Maths naturally occur within the Computing curriculum and are taught discretely and interwoven into the various topics within the Computing curriculum. This enables pupils to apply and embed the skills they have learnt in a purposeful context.

Cultural Capital

Where possible, we do our best to make Computing come alive! We plan visits, invite speakers in to provide first-hand learning experiences to support and develop IT life-skills. We recognise that to have impact, the planned cultural capital must be clearly linked to current learning, so it can be acquired and applied to what pupils already know. We also ensure that our pupils have access to up to date iPads / chrome books, so they can actively take part in the Computing curriculum.

Impact

As there are no national standards for Computing, we assess the subject holistically and over time. To do this, we use our school’s Computing progression map to assess progress. Teachers use this information to inform future lessons; ensuring children are supported and challenged appropriately. This data is analysed to inform and address any trends or gaps. Final end of year assessments are made using teacher judgements. Teacher judgements are based on progress made in class, work completed by pupils and by using the Computing progress maps.

Children in Foundation Stage are assessed within Understanding of the World, and their progress is tracked termly. Age related expectation levels are reported to parents at the end of the Reception year. By the end of KS2, we aim to have produced pupils who are digitally literate and feel assured in their own digital abilities, skills and knowledge. With the rapidly changing world of technology, we see these skills as fundamental in building confident and creative independent learners who can safely use technology.

Ultimately, the impact of each pupils’ computing curriculum journey will enable them to:

  • Know more, remember more and understand more about Computing, and be ready for the next phase of their digital and Computing journey.
  • Develop strong skills, knowledge and understanding of Computing as outlined by the National Curriculum, the school’s Computing progress map and be able to transfer their learning in school and beyond.
  • Show understanding of the concepts of computer science, including abstraction, logic, algorithms and data representation.
  • Analyse problems in computational terms, and have repeated experiences of writing computer problems in order to solve problems.
  • Evaluate and apply information technology analytically to solve problems.
  • Know why e-safety is important and know how to be digitally safe.
  • Be confident and competent users of ICT.
  • Reflect on their learning and use this to influence the decisions they make now and in the future.

  Computing Overview

Computing Science       Information Technology  Digital Literacy

Year

Autumn 1

Autumn 2

Spring 1

Spring 2

Summer 1

Summer 2

Year 1

Logging On

Exploring Purple Mash

Online Safety

Grouping and Sorting

Pictograms

Maze Explorers

Lego Builders

Animated Stories

Spread sheets

Coding

Year 2

Online Safety

Effective Searching

Making Music

Creating Pictures

Questioning

Spread sheets

Presenting Ideas

Coding

Year 3

Online Safety

Emails

Touch Typing

Spread

sheets

Graphing

Branching Databases

Stimulation

Presenting

Coding

Year 4

Online Safety

Effective Searching

Hardware Investigators

Spread

sheets

Logos

Writing for Audiences

Animations

Coding

Year 5

Online Safety

Word Processing

Data Bases

Spreadsheets

Game Creator

3D Modelling

Concept Maps

Coding

Year 6

Online Safety

Blogging

Networks

Spreadsheets

Quizzing

Binary

Text Adventures

Coding

   Computing Progression of Skills and Knowledge

                       Computing Science       Information Technology    Digital Literacy

EYFS

Mouse and Trackpad

Keyboard

Drawing

Robots

  • Use a mouse accurately to click and drag objects on the screen.
  • Use the mouse roller to scroll up and down a page.
  • Click the correct mouse button to play games on the computer.
  • Put spaces between words in my typed work.
  • Know how to correct typed work without redoing the work entirely using the delete keys.
  • Type capital letters and lower case and know how to change between these. Know how to move to the next line down when typing.
  • Select colours when painting on the computer.
  • Draw pictures on the computer to go with my work.
  • Draw on a computer using a mouse I can use a computer to draw with different widths of pens.
  • Try the different tools that I can draw with on the computer.
  • Use the erase button.
  • Plan a route for a toy vehicle. 
  • Follow my own plan for where the toy vehicle should move.
  • Control the forwards, backwards and rotation of a floor robot one step at a time.
  • Program a 3-step route for a floor turtle.

Sounds

Technology around Us

Hardware

Safety and Privacy

  • Make music using a computer.
  • Add sound effects to my work.
  • I can use a device to record myself speaking and play back the sounds.
  • Talk about what technology is used at home.
  • Talk about what technology is used outdoors.
  • Talk about what technology is used in the world around me.
  • Understand why I need to take care with electronic devices and their plugs and wires.
  • Take appropriate actions when I need to carry a device to a different location.
  • Use devices with care. I can identify the technology used around me. Identify the parts of a computer and what they are for.
  • Explain how my work on the computer belongs to me and other people’s work belongs to them. 
  • Explain what it means for something to be private.
  • Show that I understand how to be kind to others.
  • Choose activities in my free time that help me to be healthy

Year 1

Online Safety

Grouping & Sorting

Pictograms

Maze Explorers

  • Knows how to log in safely.
  • Knows how to navigate to a document area where saved work by child can be found.
  • Knows how to use search to locate applications or resources on a platform such as Purple Mash.
  • Knows how to enhance work by adding multimodal items such as text and images.
  • Knows how to open, save and print work.
  • Knows the importance of logging out of an account.
  • Knows how to sort items using a range of criteria.
  • Knows how to sort items on the computer using the ‘Grouping’ activities in Purple Mash.
  • Understands that data can be represented in picture format.
  • Able to contribute to a class pictogram.
  • Uses a pictogram to record the results of an experiment.
  • Understands the functionality of the direction keys.
  • Understands how to create and debug a set of instructions (algorithm).
  • Uses the additional direction keys as part of an algorithm.
  • Understands how to change and extend the algorithm list.
  • Creates a longer algorithm for an activity.
  • Able to set challenges for peers.
  • Able to access peer challenges set by the teacher as 2Dos.

Lego Builders

Animated Stories

Spreadsheets

Coding

  • Able to compare the effects of adhering strictly to instructions to completing tasks without complete instructions.
  • Able to follow and create simple instructions on the computer.
  • Able to consider how the order of instructions affects the result.
  • Able to introduce e-books and the 2Create a Story tool.
  • Adds animation to a story.
  • Adds sound to a story, including voice recording and music the children have composed.
  • Able to work on a more complex story, including adding backgrounds and copying and pasting pages.
  • Able to share e-books on a class display board.
  • Knows what a spreadsheet program looks like.
  • Able to locate 2Calculate in Purple Mash.
  • Able to enter data into spreadsheet cells.
  • Uses 2Calculate image tools to add clipart to cells.
  • Uses 2Calculate control tools: lock, move cell, speak and count.
  • Understands what instructions are and predicts what might happen when they are followed.
  • Use codes to make a computer program.
  • Understands what object and actions are.
  • Understands what an event is.
  • Uses an event to control an object.
  • Beginning to understand how code executes when a program is run.
  • Understands what backgrounds and objects are.
  • Able to plan and make a computer program.

Year 2

Online Safety

Effective Searching

Making Music

Creating Pictures

  • Knows how to refine searches using the Search tool.
  • Use digital technology to share work on Purple Mash to communicate and connect with others locally.
  • Have some knowledge and understanding about sharing more globally on the Internet.
  • Understand Email as a communication tool using 2Respond simulations.
  • Understands how we should talk to others in an online situation.
  • Able to open and send simple online communications in the form of email.
  • Understands that information put online leaves a digital footprint or trail.
  • Able to identify the steps that can be taken to keep personal data and hardware secure.
  • Understand the terminology associated with searching.
  • Gain a better understanding of searching on the Internet.
  • Create a leaflet to help someone search for information on the Internet.
  • Make music digitally using 2Sequence.
  • Explore, edit and combine sounds using 2Sequence.
  • Edit and refine composed music. • To think about how music can be used to express feelings and create tunes which depict feelings.
  • Upload a sound from a bank of sounds into the Sounds section.
  • Record and upload environmental sounds into Purple Mash.
  • Use sounds to create tunes in 2Sequence.
  • Learn the functions of the 2Paint a Picture tool.
  • Learn about and recreate the Impressionist style of art (Monet, Degas, Renoir).
  • Recreate Pointillist art and look at the work of pointillist artists such as Seurat.
  • Learn about the work of Piet Mondrian and recreate the style using the lines template.
  • Learn about the work of William Morris and recreate the style using the patterns template.
  • Explore surrealism and eCollage.

Questioning

Spreadsheets

Presenting Ideas

Coding

  • Learn about data handling tools that can give more information than pictograms.
  • Use yes/no questions to separate information.
  • Construct a binary tree to identify items.
  • Use 2Question (a binary tree database) to answer questions.
  • Use a database to answer more complex search questions.
  • Use the Search tool to find information.
  • Use 2Calculate image, lock, move cell, speak and count tools to make a counting machine.
  • Knows how to copy and paste in 2Calculate.
  • Able to use the totalling tools.
  • Use a spreadsheet for money calculations.
  • Uses the 2Calculate equals tool to check calculations.
  • Use 2Calculate to collect data and produce a graph.
  • Explore how a story can be presented in different ways.
  • Make a quiz about a story or class topic.
  • Make a fact file on a non-fiction topic.
  • Make a presentation to the class
  • Understands what an algorithm is. Able to create a computer program using an algorithm.
  • Able to create a program using a given design.
  • Understands the collision detection event.
  • Understands that algorithms follow a sequence.
  • Designs an algorithm that follows a timed sequence.
  • Understands that different objects have different properties.
  • Understands what different events do in code.
  • Understands the function of buttons in a program.
  • Understands and debug simple programs.

Year 3

Online Safety

Emails

Touch Typing

Spreadsheets

  • Knows what makes a safe password.
  • Learn methods for keeping passwords safe.
  • Understand how the Internet can be used in effective communication.
  • Understand how a blog can be used to communicate with a wider audience.
  • Consider the truth of the content of websites.
  • Learn about the meaning of age restrictions symbols on digital media and devices.
  • Begin to think about different methods of communication.
  • Open and respond to an email using an address book.
  • Learn how to use email safely.
  • Add an attachment to an email.
  • Explore a simulated email scenario.
  • Learn typing terminology.
  • Understand the correct way to sit at the keyboard.
  • Learn how to use the home, top and bottom row keys.
  • Practise typing with the left and right hand.
  • Use the symbols more than, less than and equal to, to compare values.
  • Use 2Calculate to collect data and produce a variety of graphs.
  • Use the advanced mode of 2Calculate to learn about cell references.

Graphing

Branching Databases

Presenting

Coding

  • Enter data into a graph and answer questions.
  • Solve an investigation and present the results in graphic form.
  • Sort objects using just ‘yes’ or ‘no’ questions.
  • Complete a branching database using 2Question.
  • Create a branching database of the children’s choice.
  • Understand the uses of PowerPoint.
  • Create a page in a presentation.
  • Add media to a presentation.
  • Add animations to a presentation.
  • Add timings to a presentation.
  • Use the skills learnt to design and create an engaging presentation.
  • Understand what a flowchart is and how flowcharts are used in computer programming.
  • Understand that there are different types of timers and select the right type for purpose. Understands how to use the repeat command.
  • Understand the importance of nesting.
  • Design and create an interactive scene.

Simulation

  • Consider what simulations are.
  • Explore a simulation.
  • Analyse and evaluate a simulation

Year 4

Online Safety

Effective Searching

Hardware Investigators

Spreadsheets

  • Understand how children can protect themselves from online identity theft.
  • Understand that information put online leaves a digital footprint or trail and that this can aid identity theft.
  • Identify the risks and benefits of installing software including apps.
  • Understand that copying the work of others and presenting it as their own is called ‘plagiarism’ and to consider the consequences of plagiarism.
  • Identify appropriate behaviour when participating or contributing to collaborative online projects for learning.
  • Identify the positive and negative influences of technology on health and the environment.
  • Understand the importance of balancing game and screen time with other parts of their lives.
  • Locate information on the search results page.
  • Search effectively to find out information.
  • Assess whether an information source is true and reliable.
  • Understand the different parts that make up a computer.
  • Recall the different parts that make up a computer.
  • Format cells as currency, percentage, decimal to different decimal places or fraction.
  • Use the formula wizard to calculate averages.
  • Combine tools to make spreadsheet activities such as timed times tables tests.
  • Use a spreadsheet to model a real-life situation.
  • Add a formula to a cell to automatically make a calculation in that cell.

Logos

Writing for Audiences

Animations

Coding

  • Learn the structure of the coding language of Logo.
  • Input simple instructions in Logo.
  • Use 2Logo to create letter shapes.
  • Use the Repeat function in Logo to create shapes.
  • Use and build procedures in Logo
  • Explore how font size and style can affect the impact of a text.
  • Use a simulated scenario to produce a news report.
  • Use a simulated scenario to write for a community campaign.
  • Discuss what makes a good animated film or cartoon.
  • Learn how animations are created by hand.
  • Find out how animation can be created in a similar way using the computer.
  • Learn about onion skinning in animation.
  • Add backgrounds and sounds to animations.
  • Share animation on the class display board and by blogging.
  • Begin to understand selection in computer programming.
  • Understand how an IF statement works.
  • Understand how to use co-ordinates in computer programming.
  • Understand the ‘repeat until’ command.
  • Understand how an IF/ELSE statement works.
  • Understand what a variable is in programming.
  • Use a number variable.
  • Create a playable game

Year 5

Online Safety

Word Processing

Data Bases

Coding

  • Gain a greater understanding of the impact that sharing digital content can have.
  • Review sources of support when using technology and children’s responsibility to one another in their online behaviour.
  • Know how to maintain secure passwords.
  • Understand the advantages, disadvantages, permissions and purposes of altering an image digitally and the reasons for this.
  • Be aware of appropriate and inappropriate text, photographs and videos and the impact of sharing these online.
  • Learn about how to reference sources in their work.
  • Search the Internet with a consideration for the reliability of the results of sources to check validity and understand the impact of incorrect information.
  • Ensure reliability through using different methods of communication.
  • Know what a word processing tool is for.
  • Add and edit images to a word document.
  • Know how to use word wrap with images and text.
  • Change the look of text within a document.
  • Add features to a document to enhance its look and usability.
  • Use the sharing capabilities in Google Docs.
  • Use tables within to present information.
  • Introduce children to templates.
  • Learn how to search for information in a database.
  • Contribute to a class database.
  • Create a database around a chosen topic.
  • Begin to simplify code.
  • Create a playable game.
  • Understand what a simulation is. Program a simulation using 2Code.
  • Know what decomposition and abstraction are in computer science.
  • Take a real-life situation, decompose it and think about the level of abstraction.
  • Understand how to use friction in code.
  • Begin to understand what a function is and how functions work in code.
  • Understand what the different variables types are and how they are used differently.
  • Understand how to create a string.
  • Understand what concatenation is and how it works.

Game Creator

3D Modelling

Concept Maps

Spreadsheets

  • Plan a game.
  • Design and create the game environment.
  • Design and create the game quest.
  • Finish and share the game.
  • Self and peer evaluate.
  • Be introduced to 2Design and Make and the skills of computer aided design.
  • Explore the effect of moving points when designing.
  • Design a 3D Model to fit certain criteria.
  • Refine and print a model.
  • Understand the need for visual representation when generating and discussing complex ideas.
  • Understand the uses of a ‘concept map’.
  • Understand and use the correct vocabulary when creating a concept map.
  • Create a concept map.
  • Understand how a concept map can be used to retell stories and information.
  • Create a collaborative concept map and present this to an audience.
  • Use formulae within a spreadsheet to convert measurements of length and distance.
  • Use the count tool to answer hypotheses about common letters in use.
  • Use a spreadsheet to model a real-life problem.
  • Use formulae to calculate area and perimeter of shapes.
  • Create formulae that use text variables.
  • Use a spreadsheet to help plan a school cake sale.

Year 6

Online Safety

Blogging

Networks

Spreadsheets

  • Identify benefits and risks of mobile devices broadcasting the location of the user/device.
  • Identify secure sites by looking for privacy seals of approval.
  • Identify the benefits and risks of giving personal information.
  • Review the meaning of a digital footprint.
  • Have a clear idea of appropriate online behaviour.
  • Begin to understand how information online can persist.
  • Understand the importance of balancing game and screen time with other parts of their lives.
  • Identify the positive and negative influences of technology on health and the environment.
  • Identify the purpose of writing a blog.
  • Identify the features of a successful blog.
  • Plan the theme and content for a blog.
  • Understand how to write a blog and a blog post.
  • Consider the effect upon the audience of changing the visual properties of the blog.
  • Understand how to contribute to an existing blog.
  • Understand how and why blog posts are approved by the teacher.
  • Understand the importance of commenting on blogs.
  • Learn about what the Internet consists of.
  • Find out what a LAN and a WAN are.
  • Find out how the Internet is accessed in school.
  • Research and find out about the age of the Internet.
  • Think about what the future might hold.
  • Use a spreadsheet to investigate the probability of the results of throwing many dice.
  • Use a spreadsheet to calculate the discount and final prices in a sale.
  • Use a spreadsheet to plan how to spend pocket money and the effect of saving money.
  • Use a spreadsheet to plan a school charity day to maximise the money donated to charity.

Quizzing

Binary

Text Adventures

Coding

  • Create a picture-based quiz for young children.
  • Learn how to use the question types within 2Quiz.
  • Explore the grammar quizzes.
  • Make a quiz that requires the player to search a database.
  • Make a quiz to test your teachers or parents.
  • Examine how whole numbers are used as the basis for representing all types of data in digital systems.
  • Recognise that digital systems represent all types of data using number codes that ultimately are patterns of 1s and 0s (called binary digits, which is why they are called digital systems).
  • Understand that binary represents numbers using 1s and 0s and these represent the on and off electrical states respectively in hardware and robotics.
  • Find out what a text adventure is.
  • Use 2Connect to plan a story adventure.
  • Make a story-based adventure using 2Create a Story.
  • Introduce an alternative model for a text adventure which has a less sequential narrative.
  • Use written plans to code a map-based adventure in 2Code.
  • Design a playable game with a timer and a score.
  • Plan and use selection and variables.
  • Understand how the launch command works.
  • Use functions and understand why they are useful.
  • Understand how functions are created and called.
  • Use flowcharts to create and debug code.
  • Create a simulation of a room in which devices can be controlled.
  • Understand how user input can be used in a program.
  • Understand how 2Code can be used to make a text-adventure game.