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St Gilbert's R.C.

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Inspired by St. Gilbert, as God's family, we are growing strong in love and faith, becoming the best we can be.

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

 

 

 

 

 

 

 

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

 

 

 

 

 

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

 

 

 

Online safety day

 

 

 

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

 

 

 

Online safety day

 

 

 

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

 

 

 

Online safety day

 

 

 

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

 

 

 

Online safety day

 

 

 

Lockdown

 

 

Due to lockdown, computing this term was adapted in order to suit the needs of home learning.

 

 

 

 

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

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