Computing

Curriculum Intent

At Trinity, our pupils become ‘thinkers of the future’ through modern, ambitious and relevant education in computing. We recognise that technology is everywhere and plays a pivotal role in student’s lives. Our pupils become reflective and responsible digital citizens and we provide opportunities to actively and positively use ever-changing technology to express themselves, as tools for learning and as a means to drive their generation forward into the future. We equip learners to use computational thinking and creativity that will enable them to become active participants in our evolving digital world.

Sequencing and Progression

Trinity's computing curriculum is designed to allow children to build on the skills they have developed over time. The scheme covers the three strands of information technology, computer science and digital literacy and units are blocked into 4 categories: computer systems, programming, creating media and data handling. Some year groups also complete 'skills showcase' units to consolidate and further apply and demonstrate the knowledge and skills that they have gained. Lessons are sequenced to ensure for clear progression and to allow for key knowledge, skills and terminology to be revisited and built upon. 

Children also have half-termly e-Safety lessons as well as a brief eSafety discussion in the form of a lesson starter to encourage our pupils to regularly reflect on their role as responsible digital citizens. 

What does computing look like at Trinity?

From Reception to Year 6, children have a weekly, hour long computing lesson. Children learn to write code using programmes such as Scratch and Python as well as coding devices including Beebots and Micro:bits. They learn skills like logical reasoning, sequencing and debugging, and understand terms such as 'algorithm' or 'variable' and use these within their codes.

At Trinity, we also ensure that our children become digitally literate and use various software to create a range of content including emails, documents, spreadsheets, slide shows, art work, photos, music, movies, animations and much more. They are provided with regular opportunities to develop computational skills as they move through the school. 

We have a vast amount of technology including iPads and Chromebooks which children regularly use both in computing and across the wider curriculum. After learning the key skills in their computing lessons, children apply these across the curriculum. For example, by making a movie about the Romans in history or a slideshow about forces in science. 

Early Years

In Nursery and Reception, children have opportunities to tinker, or, play with electronic devices and their software to discover its functions and understand how they can be used for a variety of purposes. Children also practice sorting and categorising objects and use logical reasoning to read precise, simple instructions and predicting the outcome.

Years 1 and 2

In Years 1 and 2, children have opportunities to create and debug simple programs including Bee-Bots as they discover what algorithms are and how they are inputted in programs on digital devices. They also use learn how to use various software to create, organise, store, manipulate and retrieve digital content. For example, in year 1 children begin to represent data on laptops using pictograms, tables and charts before applying this to knowledge in year 2 to enable them to represent results that they have gathered about space and then interpreting their data to draw conclusions.  

Years 3 and 4

From Year 3 to 4, children use simple controls and simulate physical systems in order to design, write and debug simple programs to accomplish specific goals. Children will also discover opportunities that the internet offers for communication through emailing and collaboration by creating websites in groups virtually. In Year 4, children work in teams to design weather stations by creating a spreadsheet to record weather forecast information.

Years 5 and 6

In Years 5 and 6, children design, write and debug programs with increasing complexity including controlling or simulating physical systems. In year 5, children use Micro:bit devices to program animations with various coding structures. Children also collect, analyse, evaluate and present data and information using a combination of software on digital devices. Year 5 children examine how data is collected and present using space’s more complex computer architecture. In year 6, children apply their knowledge of programming to create complex codes on Python. 

 Enrichment

Beyond the core curriculum, we offer exciting opportunities to ignite a passion for computing. Our children dive deeper into the world of code and media creation with our vibrant Computing Club, where students can collaborate on projects, participate in coding challenges, practice touch-typing and explore emerging technologies. Our children also get to test their computational skills and creativity through competitions. During half-terms, our children unleash their innovations with engaging homework projects that allow them to apply their learning in new and exciting ways. During Careers Week, we meet and learn from inspiring professionals who share their journeys and the diverse career paths computing offers to bring the industry to life!

Dimitar's Scratch Game

Children in year 5 were given a half-term homework task to create their own scratch game.

Orla's Video Trailer

Children in year 3 created trailers of their favourite movie as part of their half-term homework projects.

Computing Related Books for Home

Online Safety Resources for Home