Computing

Computing Subject Intent

A high-quality computing education enables children to understand and change the world through the use of computational thinking and creativity. Computings strong cross curricular links provides insights to natural and artificial systems. Pupils are taught the principles of information and computation, how digital systems work and how to put this knowledge to use through programming. Computing ensures pupils are digitally literate and at a level suitable for the future workplace and as active participants in a digital world. 

Computing Policy

“We need technology in every classroom and in every student and teacher’s hand, because it is the pen and paper of our time, and it is the lens through which we experience much of our world.” (David Warlick)

Policy Overarching Objective

We believe every child has the right to a high quality computing education and that the skills children develop through computing have a huge impact on many other areas of life and learning. Teaching in computing reflects our curriculum intent of learning about the challenges the world is facing, have the inspiration to improve and preserve the future of our planet, and to live happy, healthy and kind lives, in the way that Jesus teaches us. 

The aims and objectives of computing are in line with the National Curriculum and enable children:

Implementation

In Early Years:

Understanding the World:

Pupils should be taught to:

In Key Stage 1:

Pupils should be taught to:

In Key Stage 2:

Pupils should be taught to:

Impact

Computing is tracked through termly assessments. As an inclusive school, we recognise the need to tailor our approach to support children with Special Educational Needs as well as those who would benefit from further enrichment and challenge.

Appropriate arrangements are made by the class teacher to accommodate any specific special needs that a pupil may have, thus enabling them to participate in computing activities. The class teacher and support staff will identify pupils who show a particular talent for computing and appropriate provision is provided for them. 

Cultural Capital links to Computing 

Pupils have the opportunity to take part in Digital Week, which enables them to experience technologies and programs that are new to them. 

Pupils have workshops to enhance their learning and enjoyment of technology.

Digital Leaders assist in the recording of assemblies, assisting staff and pupils in other classes and to promote an interest and passion for technology throughout the school.  

Digital Leaders attend the annual BETT exhibition with Subject Leader.

Skills Progression

EYFS:

Key Stage 1:

Computer Science

Information Technology

Digital Literacy

Key Stage 2:

Computer Science

Information Technology

Digital Literacy

Cross Curricular Links 

Maths - Collect and classify data and enter into data handling software for interpretation and the creation of charts and graphs. Use of apps such Sumdog,  etc. 

Geography - Google Earth & Street View used for map reading and identifying physical features of areas, VR Headsets for immersion in a particular place.

History - Chromebooks for research, VR Headsets for historical experiences.

Art/DT - Google Cultural Institute for access to artworks and galleries from around the world, Google Drawing for online artwork and VR Headsets to allow children “enter” paintings.

Literacy - Google Classroom/Docs/Slides for creating pieces of writing/presentations, VR Headsets for ‘hooks’, Green Screen for interviewing,reporting and acting

Science - VR Headsets for Augmented Reality, enabling children to see the heart, animals etc. in 3D.

Enhancement/Cultural Capital