This is the National Curriculum (NC) for Computing
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 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. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate – able to use, and express themselves and develop their ideas through, information and communication technology – at a level suitable for the future workplace and as active participants in a digital world (DfE, 2013)
From the NC, there are three areas of content knowledge these are:
Computer science - Foundations
Information technology - Application
Digital Literacy - Implications
These are known as the three pillars, and they are all interlinked.
Computational thinking skills are the set of mental skills that convert “complex, messy, partially defined, real world problems into a form that a mindless computer can tackle without further assistance from a human.” (BCS, 2014, p. 3)
Below are lots of useful resources to help you understand computational thinking.
The Ofsted research review explains to teachers all the knowledge they need to understand to deliver high-quality computing lessons. It's also a useful resource for leading the subject.
This is a useful guide for novice teachers to understand the subject of computing and how to get started with teaching it.
This next part is about how we can teach computing effectively
UK Safer Internet Centre (UKSIC)
The UK Safer Internet Centre (UKSIC) is a partnership of three leading organisations: Childnet International, the Internet Watch Foundation, and the South West Grid for Learning. It provides resources, advice, and support to help children and young people stay safe online. UKSIC offers guidance on various online issues, including cyberbullying, sexting, and online grooming, and organizes events like Safer Internet Day to promote digital safety awareness.
SWGfL is a not for profit charity ensuring everyone can benefit from technology free from harm. Forming 1/3 of the UK Safer Internet Centre, our experts advise schools, public bodies and industry on appropriate actions to take in regards to safeguarding and advancing positive online safety policies. SWGfL has been an organisation in special consultative status with the United Nations Economic and Social Council since 2025.
SWGfL has been at the forefront of online safety for the past 25 years, delivering tools, services and training to a wide variety of audiences nationally and internationally. Our work has brought online safety to the forefront of public attention, ensuring everyone can develop their understanding of what online safety truly means in an ever changing world.
Ottenbreit-Leftwich, A. & Kimmons, R.
This textbook provides a set of high-quality resources to university educational technology courses. All chapters are written by professionals in the field, including university researchers, teacher educators, and classroom teachers.
In the KS2 Computing Programme of Study, pupils are expected to “use sequence, selection, and repetition in programs; work with variables and various forms of input and output” (DfE, 2013). The first three of these are often called the big three of programming logic.
Although not one of the “big three”, variables and input/output sit alongside them in the KS2 statement and are usually taught together (e.g., a score variable used inside a loop with an if/else). For variables, your preferred whiteboard analogy works well: the value on the board can be rubbed out and updated as the program runs.