‘We work, We play, We care, We pray’

Our Computing Curriculum

St Paul’s C.E. Primary School  

Computing Curriculum Statement 2022-23  

 

INTENT

At St Paul’s, Computing encourages pupils to use logical reasoning to predict the behaviour of simple programs.  It develops pupils’ skills in using technology to create, organise, store, manipulate and retrieve digital content.  Through computing, pupils are more able to actively participate in a rapidly changing technological world.

Computing at St Paul’s teaches pupils how to flourish in a connected world, developing their sensitivity to others online, treating them with respect, and showing respect for their privacy.  It gives pupils rapid access to ideas and experiences from a wide range of people, communities and cultures, for example through the use of the internet and email.  Computing helps pupils to 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.

Our Computing curriculum makes it possible for pupils to explore real-world situations that would be too difficult, too expensive or too dangerous to create in real life.  It teaches pupils how to keep safe online, and where to go for help and support.  Critical thinking and analytical skills are developed through computing.  Computing encourages pupils to develop a richer digital literacy experience, as they document what they know and learn for others through blog posts, audio recordings etc.  Computing builds pupils’ confidence in, and enthusiasm for, using technology in the wider world, as they present to one another and upload their work for others to see.  Computing nurtures pupils’ collaboration skills, as they work together and support one another in their learning.

 

 

IMPLEMENTATION 

At St Paul’s we follow the Dimensions curriculum and Computing is taught through thematic units.  Prior learning is built upon from Nursery to Year 6, and covers Computing Curriculum through the following aspects:

 

Digital Citizenship

Digital Citizenship (which encompasses e-safety) is considered the ability to access digital technology safely and responsibly, as well as being an active, respectful, discerning member of society both online and offline. Pupils will learn to identify situations that make them feel uncomfortable and understand how to resolve these. They will also learn that digital citizenship relates to their own behaviour online, as well as that of others. They will know that they must report anything they see or hear that they don’t like to an adult and begin to monitor their online behaviours to ensure their own safety. As ethical digital citizens, they will analyse the validity of online content, understand the importance of copyright, and respectfully evaluate and challenge online content.

Computer Science

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. In simple terms, pupils will know that inputting simple instructions into a controllable device is a form of computer science. The progression of knowledge in this area will come through developing computational language and thinking, understanding what algorithms are and how they can be used to write code to program a device using increasingly complex steps.

Data

Data is a term used to cover collective information that can be presented in several ways. Pupils will have had experience of handling data in mathematics and will have opportunities to cross-reference these skills with computer programs that can be used to sort and present data. By using computer data programs, large amounts of data can be processed and presented easily. Pupils will have experience of using databases and spreadsheet programs.

Information Technology

Information Technology provides a context for the use of computers in society - historically, currently and in the future. Through real-life contexts, pupils will link what are often abstract ideas involving technology to everyday life, and therefore understand the practical applications of computing in the wider world. This will show them how computing is integral to the world around them, enabling them to identify and understand the uses of technology in daily life. This includes computer networks; the internet and the World Wide Web; radio and satellites; search technologies and how they work.

Technical Vocabulary

Learning about computing brings a significant amount of domain-specific technical vocabulary. Vocabulary in computing also changes regularly as processes, programs and applications adapt and develop. Pupils will explore an ever-increasingly complex dictionary of technical terms and vocabulary and will be encouraged to implement them when using computers and devices in all curriculum areas.

Multimedia

Multimedia is a term used to cover a range of media devices and applications. Multimedia includes the use and combination of video, audio, graphics and text to interact and communicate with an audience. Pupils will have the opportunity to design and produce digital content of their own, using a range of media and consider the audience they are creating it for. Many pupils will be familiar with creating content and be increasingly aware of how the work of others can be accessed online.

 

IMPACT

  • Most children will reach the end of year expectations in terms of attainment and progress.
  • Children will be confident users of technology, able to use it to accomplish a wide variety of goals, both at home and in school.
  • Children will have a secure and comprehensive knowledge of the implications of technology and digital systems. This is important in a society where technologies and trends are rapidly evolving.
  • Children are able to recognise the dangers that exist from the use of technology and understand how to access online systems safely.
  • Children are fully skilled to live in a world where technology is continuously evolving and are able to grasp the relevance and possibilities of emerging technologies, so that they can play a part in this rapidly changing landscape. 

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