Computing

Curriculum Intent

At Trinity, we strive for our pupils to be equipped to become independent, informed and innovative users of technology and to foster computing skills that will equip them for adult life in 21st century Britain.'

Sequencing and Progression

Trinity's computing curriculum follows the Kapow Primary scheme and is designed to allow children to build on the skills they have developed. 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 demonstrate skills that they have developed. Children also have half-termly e-Safety lessons to encourage our pupils to become responsible digital citizens.

What does computing look like at Trinity?

From Years 1 to 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 Beebots or our Sphero robots. They learn skills like 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 documents, spreadsheets, slide shows, art work, photos, music, movies, animations and much more. We use iPads and Chromebooks to allow children to experience use of a range of devices. They develop these skills as they move through the school. 

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 giving and following precise, simple instructions verbally.

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 implemented as 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 and collaboration. 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 design and present ideas for a system to turn a school into a technology-smart school. 

Computing Related Books for Home

Online Safety Resources for Home