Proud to be part of the
Proud to be part of the

Computing

Meet our Computing Champions

Aims and Responsibilities 2024/25

  • Be responsible for the school's computing equipment​
  • Present what has been happening in assemblies ​
  • Use exciting computing hardware​
  • Try out coding software​
  • Visit a technology company​

       

If you would like to know more about this area of the curriculum, please talk to Joel Power.

Computing in EYFS

We understand how important it is that children develop their technology skills and we will continue to use a range of technology to support and enhance learning in other areas of the curriculum.

In foundation stage the children:

  • have daily access to a range of technology resources such as torches with switches, remote controlled cars, beebots, voice-recording toys and interactive whiteboards
  • use a range of technology resources to support learning in other areas of the curriculum.
  • are taught how to use the resources for different purpose.

Computing in KS1

EYFS and Year 1 spaces have dedicated computing areas to offer a range of computing experiences, including unplugged role play activities and use of chromebooks or ipads for online platforms such as Purple Mash or Busy Things as well as using programmable devices.

Computing in KS2

In Years 2-6, weekly computing lessons follow Purple Mash guidance, covering programming, digital content creation and internet research skills. Use of Chromebooks, iPads, Microbits and other programmable devices is sequenced for progression of skills through year groups.

                 

Intent

Introduce and support children in using technology for a variety of purposes, focusing on the three computing strands from the national curriculum: computer science, information technology, and digital literacy. To do this within multiple subjects across the curriculum.

To frequently emphasise online safety across the curriculum, ensuring that children are provided with the skills and understanding needed to keep themselves safe whilst using devices both in school and at home.

Implementation

The Purple Mash scheme of learning helps children to cover a variety of skills and procedures using computing devices, as well as deepening understanding and knowledge of computing topics. Teachers can use Purple Mash lessons to teach a wide breadth of the Computing curriculum and it discreetly develops subject knowledge.

The three recognised aspects of computing are covered with progression of skills woven into each of the three aspects:

  • Computer Science – this covers programming (both block-based and text-based), including computational thinking using web-based software such as Scratch. children across Key Stage 1 and 2 will write code to program physical and on-screen objects, interactive games and use text-based language, such as HTML and Python by the end of Key Stage 2.
  • Information Technology – this covers the use of applications to create digital content, including document creation and editing, video making, digital art, graphic design, animation, 3D modelling and website building. 
  • Digital Literacy – covers skills to find, evaluate, utilise and share using technologies and the Internet. This includes important e-safety and internet research skills, as well as an understanding of computer networks in Key Stage 2. 

Impact

Children can save their work easily on the Purple Mash platform, which can be accessed by the Computing lead and teachers.

Children learn to confidently demonstrate and use their computing skills and knowledge across the curriculum.

Children and parents can view what they have previously learnt in previous years – when the units have been completed directly through Purple Mash.

Children access a high-quality, well-planned curriculum to demonstrate progression, as well as building on and embedding current skills. Children become increasingly proficient on school equipment and have good, transferable knowledge and understanding of online safety which is transferred into their own lives.

Pupil voice, subject monitoring and lesson observations all ensure a positive impact of computing as a subject.