Computing

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Curriculum Design

at West Didsbury CE Primary School


How learning is sequenced

From Reception, children begin to work through carefully designed units with a particular focus on either digital literacy, computer science or information technology. These three areas don’t sit separately from each other – knowledge from each one complements the others and each year, children will build on their knowledge in these areas. We have a particularly strong focus on Computer Science (the units in blue). Computer Science is seen as the core of computing and underpins the whole of the subject; this is reflected in our curriculum design. From Year 1, children learn to programme on Purple Mash using a block-based language. This is revisited each year with increasing complexity and provides a strong schema. To avoid the pitfall of becoming dependent on block-based languages, children also learn how to code in text-based languages in years 2, 3 and 6.

Our creative IT curriculum provides children the opportunities to create digital artefacts in sound, video and animation. Building blocks are secured in EYFS and KS1 and expanded on in KS2.

Digital Literacy Units (indicated in green).
Computer Science Units (indicated in blue).
Information Technology Units (indicated in orange).

  Autumn 1 Autumn 2 Spring 1 Spring 2 Summer 1 Summer 2
Reception Digital Literacy
Project Evolve
Digital Literacy
Project Evolve
Computer Science - Remote Control Toys
Directional Language & Clear Instuructions
Computer Science - Remote Control Toys
Directional Language & Clear Instuructions
Information Technology - Sound
Recording sounds.
Information Technology - Sound
Recording sounds & voices in storytelling.
Year 1 Digital Literacy
Project Evolve
Networks
Computer use around

school environment
Coding & Programming
Purple Mash
IT - Spreadsheets
Navigating & Entering Data
Coding & Programming
Beebot
IT - Video Creation
Recording Films & Voiceovers
Year 2 Digital Literacy
Project Evolve
Networks
Computer use around
school environment
Coding & Programming
Purple Mash
IT - Spreadsheets
Totalling & Block Graphs
Coding & Programming
Text-based Coding
IT - Animation
Creating Simple Stop Animations
Year 3 Digital Literacy
Project Evolve
Networks
Internet and infromation sharing
Coding & Programming
Purple Mash
IT - Databases
Charts, Graphs & Cell Location
Coding & Programming
Text-based Coding
IT - Animation
Improving Stop Animations with Techniques
Year 4 Digital Literacy
Project Evolve
Networks
Servers
Coding & Programming
Purple Mash
IT - Spreadsheets
Sorting Data, Formulas & Formatting
Coding & Programming
Micro:bit
IT - Sound
Radio Broadcasts
Year 5 Digital Literacy
Project Evolve
Networks
Net searching
Coding & Programming
Purple Mash
IT - Databases
Creating Databases
Coding & Programming
Parrot Mambo Drones
IT - Animation
Adding Green Screen Effects to Stop Animations
Year 6 Digital Literacy
Project Evolve
Networks
HTML and webpage creation
Coding & Programming
Purple Mash
IT - Spreadsheets
Computational Models
Coding & Programming
Text-based Coding
IT - Video Creation
Recording, Editing & Enhancing Films

Computational Thinking

When pupils solve problems in computing, this is often described as computational thinking (CT). CT lacks a clear definition which makes explicit teaching difficult. Grover & Pea (2018) have produced a list of concepts and practices related to CT, including: logic and logical thinking; algorithms and algorithmic thinking; patterns and pattern recognition; abstraction and generalisation; evaluation; and automation.

Tricot and Sweller argue that teaching generic skills does not work and ‘learned skill, especially problem-solving skill, derives primarily from the accumulation of a large store of domain-specific knowledge stored in long-term memory’ (2014). Our pupils therefore acquire CT skills through procedural tasks such as coding and programming. By having a go, making mistakes, learn from them and overcoming obstacles, these CT skills are continually strengthened from EYFS to Year 6.

Digital Literacy and E-safety

Digital Literacy and E-safety

The National Centre for Computing Education defines digital literacy as the ‘skills and knowledge required to be an effective, safe and discerning user of a range of computer systems’ (2021). We use ‘Project Evolve’, an award-winning scheme derived from the UK Council for Internet Safety's (UKCIS) framework ‘Education for a Connected World.’

The topics below are revisited each year at an age-appropriate level. Digital literacy and e-safety is reinforced in PSHE, particularly in Years 5 & 6, as children begin using technology more frequently outside of school.

‘Empowering knowledge’

Knowledge of how computing is used purposefully is ‘empowering knowledge’ as it sets out the profound impact it has had on humanity. We are continually reviewing our curriculum to find ways we can demonstrate this, for example in Year 6 when learning about the Second World War, we highlight the early use of computers such as Colossus, which contributed to saving lives during the war effort.

We are also keenly aware of the gender imbalance in computing. The Wellcome Trust found that less than half the number of girls find the subject interesting compared with boys (2020). Other research states that over a quarter of female respondents said that the subject is boring and nearly a fifth said that they lack interest (2018). This lack of engagement may partly come from lack of confidence so we have a strong focus on encouraging and praising girls’ achievements and efforts in computing. 

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