Computing
Computing at Queen Boudica: KS1 and KS2
At Queen Boudica, we use the Teach Computing Curriculum for Key Stage 1 and Key Stage 2. This curriculum has been designed by the National Centre for Computing Education – an initiative funded by the Department for Education whose ambition is:
“…to transform the way computing is taught in schools across the country – and enable more young people to benefit from studying this important subject. Through this, we believe that their skills and career opportunities will be enhanced.”
The curriculum is based around six key strands which are taught across each year group, ensuring progress across each phase. These include understanding of the following:
· Computer systems and networks
· Creating media (2 units per year) These range from digital painting and word processing in Year 1, through to Website Creation and 3D modelling in year 6.
· Data and information
· Coding (2 units) These range from moving a robot and basic animation in Year 1, through to using variables in games programming and coding using sensors in Year 6.
For a breakdown of units by year group, please see the document attached below.
Online safety and responsible use is woven within these strands, and concepts have practical application through our use of online platforms as well as our secure school Virtual Learning Platform – DBPrimary - to which all children have access. Using web-based resources means that the children have greater flexibility to continue to develop their skills at home if they so wish.
Early Years and Foundation Stage (EYFS)
The new EYFS curriculum document, Development Matters, was published in 2021. While there is no specific mention of ICT or Computing within the document, it is our belief that different technologies can complement the curriculum content for our youngest children and provide them with a springboard into learning in KS1. Technologies are deployed within the Foundation Stage within each of the broad areas of learning: Communication and Language; Personal, Social and Emotional development; Physical Development; Literacy; Mathematics; Understanding the World and Expressive arts and design.
Some examples of the use of technology within EYFS by learning area:
· COMMUNICATION AND LANGUAGE: Listening to audio stories on a shared CD player
· PERSONAL, SOCIAL AND EMOTIONAL DEVELOPMENT: Using iPads or digital cameras to record own learning
· PHYSICAL DEVELOPMENT: Dance or exercise web-based activities to follow on the Smartboard
· LITERACY: Read a story and record on a sound button or practise handwriting on the Smartboard
· MATHEMATICS: Playing Maths games and activities on laptops or tablets or programme a floor turtle to follow an algorithm.
· UNDERSTANDING THE WORLD: Role play with technology integrated into play (phones, scanners, cameras, etc)
· EXPRESSIVE ART AND DESIGN: Using and manipulating digital images or recording arts and crafts for uploading to Tapestry (a web-based resource for sharing learning with parents.)
Through these experiences, and many more besides, our youngest learners see the applications of technology in work and play.
Websites and links
Online safety
https://www.childnet.com/young-people/primary
https://www.childnet.com/resources/the-adventures-of-kara-winston-and-the-smart-crew
https://www.saferinternet.org.uk/
Coding:
https://scratch.mit.edu/ (email setup required)
O-generator:
https://queenboudica.musicfirst.co.uk/app/
Digital content:
http://bbcsfx.acropolis.org.uk/ (BBC sound effects archive)
http://resources.hwb.wales.gov.uk/VTC/ngfl/maths/cynnal/data/creating.html (creating a database)
https://www.barefootcomputing.org/homelearning Interactive learning games