In this section of the website, you will find information about our approach to teaching Computing at Esh Winning Primary School.
- The Intent provides information on the relevance of Computing at Esh Winning Primary School.
- The Implementation outlines how teachers at Esh Winning Primary School teach Computing across all learning stages.
- The Impact outlines what outcomes are achieved for the children at Esh Winning Primary School.
- Subject Progression outlines the learning journey that our children take through Computing at Esh Winning Primary School.
- Whole School Initiatives outlines any additional information about the teaching and learning of Computing at Esh Winning Primary School.
At Esh Winning Primary School, our computing curriculum is designed to meet the content of the National Curriculum. It prepares pupils to participate in a rapidly changing digital world in which work and other activities are increasingly transformed by access to varied and developing technology. We will encourage and foster: Computing in the Early Years In Early Years provision, children will be exposed to the understanding of internet safety as they explore the world around them and how technology is an everyday part of their learning and understanding of the world. Key Stage 1 and 2 In Key Stage 1 the children will learn to understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and clear instructions. They will be taught to create and debug simple programs and use logical reasoning to predict the behaviour of simple programs. They will be shown how to use a range of technology to create, organise, store, edit and retrieve digital content as well as recognise common uses of information technology beyond school. They will be taught to 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. In Key Stage 2 the children will design, write and debug programs that achieve specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts. They will use sequence, selection, and repetition in programs, use logical reasoning to explain how some simple algorithms work and correct errors in algorithms and programs. Children will be taught to understand computer networks, including the internet, and the opportunities they offer for communication and collaboration. They will use search technologies effectively, learn to appreciate how results are selected and ranked, and be discerning in evaluating digital content. Children will be taught to select, use and combine a variety of software (including internet services) on a range of digital devices to create a range of programs, systems and content that accomplish given goals. They will use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact. The Esh Winning approach to the curriculum results in a fun, engaging, and progressive computing education. The quality of children’s learning is evident in their class floor books, where learning is celebrated and evaluated. These books will follow the children throughout their learning journey. The subject knowledge developed in our computing lessons equip pupils with experiences which will benefit them in secondary school, further education and future workplaces. From research methods, use of presentation and creative tools and critical thinking, computing, gives children the building blocks that enable them to pursue a wide range of interests and career. Becoming a Computer Scientist Esh Winning Long Term Map for Computing Shows an interest in technological toys with knobs and pulleys, or real objects such as cameras or mobile phones. Knows that information can be retrieved from computer. Uses hardware to interact with age-appropriate computer software. Children can find out about and use a range of everyday technology. Being confident to log on to their own areas of the network. Can type into a safe search engine. Keep personal information private. Recognise common uses of information technology beyond school. Can type into a Word document. Create simple programs. Keep personal information private Recognise common uses of information technology beyond school Being confident to log on to their own areas of the network. Understand that programs execute by following precise and unambiguous instructions Can save a Word document. Can type into a safe search engine. Use logical reasoning to predict the behaviour of simple programs Create and sequence a simple PowerPoint. Work with various forms of output. To write a simple blog to share ideas with others. Identify a range of ways to report concerns about contact. Create a PowerPoint with animated effects. Use sequence in programs. Create a PowerPoint with a sound or video effect. Design and create programs. Appreciate how search results are selected. Understand the opportunities computer networks offer for communication. Change its actions by using the switch. Use repetition in programs. Identify a range of ways to report concerns about content. Recognise acceptable /unacceptable behaviour. Use Microbit to display simple messages. Use logical reasoning to detect and correct errors in programs. Understand how computer networks can provide multiple services, such as the World Wide Web Pupils begin to understand how data passes around the internet. Create an animation with several timed events on one page. Use selection in programs. Work with variables. Create a PowerPoint with hyperlinks. Be able to print versions of edited work. Be discerning in evaluating digital content. Create hot spots on a map to explore the content. Edit a web page using X-ray goggles. Use logical reasoning to detect and correct errors in algorithms. Pupils use a blog and incorporate multimedia elements to make it more attractive to the audience. Explain your choices - digital content- reliability and validity. Know that networks are interconnected. Use on-line presentation tools to collaborate with others to produce presentation. Work with unknown variables. Using Microsoft Excel to generate a table. To use the SUM equation within Excel, to record and work with data. Confidently detect and correct errors in algorithms. Write a webpage to be published internally.
Year Group
Autumn
Spring
Summer
N
Knows how to operate simple equipment, e.g. turns on the CD player and uses a remote control.
Shows skill in making toys work by pressing parts or lifting flaps to achieve sound effects, such as sound, movements or new images.
Complete a simple program on a computer.
Rec
Children recognise that a range of technology is used in places such as homes and schools.
They select and use technology for particular purposes.
Children can select appropriate applications that support and identify need, for example in deciding how best to make a record of a special event in their lives, such as a journey on a stream train.
1
Recognising a computer screen, mouse and keyboard.
Use technology safely.
Understand what algorithms are.
2
Use technology safely
Understand that algorithms are implemented as programs on digital devices
Debug simple programs
3
Work with various forms of input.
Use technology responsibly.
Write programs that accomplish specific goals
4
Design programs that accomplish specific goals
Debug programs that accomplish specific goals.
Control or simulate physical systems.
5
Solve problems by decomposing them into smaller parts.
Appreciate how search results are ranked. Understand the opportunities computer networks offer for collaboration.
Use logical reasoning to explain how some simple algorithms work.
6
Use computer networks as a tool for collaboration.
Solve problems by decomposing them.
Use logical reasoning to explain how more complex algorithms work.