Computing

Computing


Learning Journey

3 i Statement

Intent


At Wynstream, the primary aim of our comprehensive computing curriculum is to provide children with the skills and knowledge they require to use technology positively, responsibly, and safely. To that end, teachers at Wynstream consistently model its appropriate use. We teach our pupils to be creators rather than merely consumers and use technology daily to ensure that learning is accessible to all pupils. Our curriculum encompasses Coding, Information Technology and Digital Literacy. We develop computing skills in discrete lessons and integrate the use of computing across the curriculum so that pupils can use technology to enhance and share their learning in creative ways.

   

Implementation


Our implementation approach is based on the most current cognitive research. A variety of subject specific memory retention strategies are routinely used to support the transference of information from working to long term memory.


Wynstream teaches the National Curriculum and has split computing into 3 strands, Information Technology, Coding, and Digital Literacy. Coding and Information Technology are taught using the Teach Computing curriculum and Digital Literacy is taught both using Common Sense Media lessons and through our PSHE scheme 1 Decision. 


Coding: Coding is delivered in discrete lessons termly across all year groups using the Teach Computing curriculum. By the end of KS1 children should be able to understand what an algorithm is and use software in order to create, predict and debug. By the end of KS2 children should be able to design, write and debug programs with specific goals as well as use logical reasoning to explain how algorithms work and detect and correct errors, use sequence, selection and repetition in programs and work with variable and various forms of input and output. In KS1, one of the ways we are teaching pupils about the language and concepts associated with computer programming (coding) is by using a range of hardware and software, for example using Beebots and Scratch jr. In KS2, pupils have access to laptops and iPads and software programs such as Scratch, Logo, and Micro:bits that they use to develop their knowledge and skills for coding.


Digital Literacy: Digital literacy is delivered in discrete lessons at the beginning of each half term and in the spring term through our PSHE scheme 1Decision, across all year groups. By the end of KS1, children should be able to use technology safely and respectfully, keep personal information private, identify where to go for help and support if they have concerns and understand why limiting time spent online is important. By the end of KS2 children should be able to use technology safely, respectfully, and responsibly, recognise acceptable and unacceptable behaviour and identify a range of ways to report concerns about content and contact, and understand and explain clearly why limiting time spent online is important for staying mentally healthy. In KS1 and KS2, pupils are taught the key skills they will need for navigating the online world through explicit teaching using the Common Sense Media scheme as well as through daily discussions as a class. 


Information Technology: Information Technology is taught through the Teach Computing Curriculum and is often embedded in daily practice. By the end of KS1 children will be able to identify technology, use a keyboard to type, paint and make music on a on a digital device and be able to group and present data. By the end of KS2 children will be able to create, present and analyse data, connect computers, use stop frame animation software, connect and edit audio, edit photos and videos, create 3d models, create web pages, share information, and communicate effectively. They will be able to understand computer networks including the internet and how they can provide multiple services and the opportunity to communicate and collaborate. We use laptops and iPads to develop the skills they need in order to build fluency in using technology. These skills are embedded in our daily use of technology within the classroom when using 1 minute maths, Sparx times tables, AR quizzes, Class Dojo and Kodable.

 

Impact

   

By the end of Year 6, our pupils will be confident and responsible users of technology. They will recognise the positive contribution that technology can make and will engage with it as creators rather than exclusively as consumers. At Wynstream, we use a variety of strategies to measure the extent to which we are effectively implementing our curriculum. The subject leader will routinely monitor pupil voice and scrutinise evidence from lessons. Formative and summative assessments are used regularly by teachers, based on year group end points. 


Computing in the EYFS

 

In our continuous provision children have a range of technology to tinker with and explore. The role play area also has a range of technology, both functioning and broken devices.


Children are taught early programming skills, learning how to plan and direct Bee Bot journeys. They learn how to use directional and prepositional language and how to follow and give instructions. In sequencing the steps to make a sandwich and directing a friend to make their own, children learn how important precise instructions are.

Children are introduced to data. They complete pet surveys and use data to create pictograms to share outcomes. They use branching databases to help categorise mini beasts found in the outdoor learning environment.


Children are taught how to use a computer. They develop the fine motor skills by using a mouse and keyboard and through stories, such as Penguin Pig, and PSED programme 1Decision children learn about e safety.


iPads provide children opportunities to record their own learning or use voice recording apps to capture their pupil voice.

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