Computing Curriculum overview
Year 1- 6 computing curriculum
| Aut1 | Aut2 | Spr1 | Sp2 | Sum1 | Sum2 |
Year 1 | Computer Skills | Word Processing skills | Online Safety | Painting | Programming toys | Programming with Scratch jr |
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Year 2 | There’s An App For That | Hello, World Code Animations | Hello, World Mini App Build Challenge | Digital Book Creator | Go, Robot | Cross-Curricular |
| Online safety day |
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Year 3 | Hello, World! L1 Interactive Cards Students code interactive message cards using hybrid block-text programming. Key concepts covered: • Command • Algorithm • Sequence • Bug/ Debug • Loop (basics) | Go, Robot! L1 Robot Factory Students are introduced to the concept of using code to control physical systems; they take on weekly challenges that require them to combine code and mathematics that will help a robot to navigate mazes. This module is themed on automation and its potential impact upon society. | MYLO (My Life Online) Students engage in activities built in compliance with Education for a Connected World, published by UK Council for Internet Safety, the government’s official guidance on age appropriate digital citizenship teaching. In the second half of the module, students explore the physicality of networks that make online experiences possible. | Creative Computing L1 3D Design & Printing Students use 3D design software to create their own objects in three dimensions. Their creations are later printed to demonstrate how digital creations can have physical realisations. | Computing in Society L1 Artificial Intelligence Students consider how computing is affecting our society. They undertake research, debate topics, and deliver office application presentations to their classmates. | Cross-Curricular |
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| Online safety day |
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Year 4 | Hello, World! L2 Coding Animations Students code short animations to a brief using hybrid block-text programming. Key concepts covered: • All coding concepts covered in previous years • Loops (complex) • Conditionals | Go, Robot! L2 Autonomous Vehicles Students use an advanced hybrid graphical-textual programming language to develop an algorithm that enables a robot to safely interact with ever-changing obstacles placed in its physical surroundings. | MYLO (My Life Online) L2 Students engage in activities built in compliance with Education for a Connected World, published by UK Council for Internet Safety, the government’s official guidance on age appropriate digital citizenship teaching. In the second half of the module, students explore the physicality of networks that make online experiences possible. | Creative Computing L2 Robot Movie Trailer Students capture video content to produce their own movie trailers. These trailers use robots as main characters, solidifying student’s knowledge of the advanced hybrid graphical-textual programming language. | Computing in Society L2 Crypto-Currency Students consider how computing is affecting our society. They undertake research, debate topics, and deliver office application presentations to their classmates. | Cross Curricular |
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| Online safety day |
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Year 5 | Hello, World! L3 Video Game Development Students code increasingly complex video games using hybrid block-text programming. Key concepts covered: • All coding concepts covered in previous years • Variables | Go, Robot! L3 Physical System Game Development Students use an advanced hybrid graphical-textual programming language to develop a game that can be played using a physical robot. | MYLO (My Life Online) L3 Students engage in activities built in compliance with Education for a Connected World, published by UK Council for Internet Safety, the government’s official guidance on age appropriate digital citizenship teaching. In the second half of the module, students explore the physicality of networks that make online experiences possible. | Creative Computing L3 Record Label Students record and produce their own multi-section pop song using an industry-standard DAW. They then create a visual identity for their musical acts which they incorporate into digital marketing material. | Computing in Society L3 Women in Computing Students consider how computing is affecting our society. They undertake research, debate topics, and deliver office application presentations to their classmates. | Cross Curricular |
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| Online safety day |
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Year 6 | Hello, World! L4 App Studio Students code space-themed multilevel applications to a brief using hybrid block-text programming. Key concepts covered: • All coding concepts covered in previous years • Decomposition | Go, Robot! L4 Space and Text Students’ progress to an industry-standard and fully-textual programming language to code robots to physically replicate the solar system to scale. They later return to the app created in module one and insert footage of their solar system. | MYLO (My Life Online) L4 Students engage in activities built in compliance with Education for a Connected World, published by UK Council for Internet Safety, the government’s official guidance on age appropriate digital citizenship teaching. In the second half of the module, students explore the physicality of networks that make online experiences possible. | Creative Computing L4 Animation Students produce animations using advanced graphical software. | Computing in Society L4 Students consider how computing is affecting our society. They undertake research, debate topics, and deliver office application presentations to their classmates. | Cross Curricular |
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| Online safety day |
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Lockdown |
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| Due to lockdown, computing this term was adapted in order to suit the needs of home learning. |
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Key:
Computer Science | Information technology | Digital literacy |
Early Years Computing
Children in EYFS follow the 2020 Development Matters and Early Learning Goals in the EYFS statutory framework. Despite computing not being explicitly mentioned within the framework, which focusses on the learning and development of children from birth to age five, there are many opportunities for children in Nursery and Reception to use technology to solve problems and produce creative outcomes.
The most relevant statements for computing are taken from the following areas of learning:
• Personal, Social and Emotional Development
• Physical Development
• Understanding the World
• Expressive Arts and Design