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  • Computing

    Intent

    At Sires Hill Primary Academy, we intend to expose children to a range of technology and its wide variety of uses. Units are based around computing systems and networks, creating media, programming, data and information. We follow lesson from ‘Teach Computing’, a scheme with full links to the national curriculum built around an innovative progression framework. Children have lessons every week and throughout the year work with i-pads, beebots and chrome books to develop their skills.

    Implement

    What to expect

    Computing lessons begin with a clear learning intention and steps to success. Previous learning is recapped, and a clear explanation of specific terminology is then discussed. Sometimes during the main activity children are show how to use specific programs and other times they explore for themselves first. This could be anything from using computers to create artwork, make a podcast or design their own webpage. Children are then given a chance to implement their new learning before reflecting back on what they have learnt.  

    Impact

    Providing our pupils with high quality computing is something we pride ourselves with here at Sires Hill Primary Academy. As a result, we have seen high levels of engagement from the children and a large progression in their computing skills. Many children achieve the expected standard for computing. We have also implemented a ‘digital council’ where children organise school events such as internet safety day, monitor the care of equipment and impart knowledge to support the younger children.

    Long Term Plan

    Brief overview of projects

    Year group

    Autumn

    Spring

    Summer

    Nursery

    technology used in continuous provision

    Reception

    technology used in continuous provision

    Year 1

    Computer Systems and Networks - Technology around us Recognising technology in school and using it responsibly.

    -Internet safety

    -practise logging in

    Chrome books

    Creating Media - Digital painting

    Choosing appropriate tools in a program to create art, and making comparisons with working non-digitally

    Completed on IPads

    Programming A - Moving a robot

     Writing short algorithms and programs for floor robots, and predicting program outcomes.

    Beebots

     Data and Information - Grouping data Exploring object labels, then using them to sort and group objects by properties.

    Chrome books

    Creating Media Digital writing

    Using a computer to create and format text, before comparing to writing non-digitally.

    Chrome books

    Programming B - Programming animations

    Designing and programming the movement of a character on screen

    Ipads

    Year 2

    Computer Systems and Networks - Information technology around us

    Identifying IT and how its responsible use improves our world in school and beyond

    -Internet safety

    -practise logging in

    Chrome books

    Creating Media - Digital photography

    Capturing and changing digital photographs for different purposes.

    Ipads

    Programming A - Robot algorithms

    Creating and debugging programs, and using logical reasoning to make predictions.

    Ipads

    Data and Information Pictograms

    Collecting data in tally charts and using attributes to organise and present data on a computer.

    Ipads   Chrome books

    Creating Media Digital music

    Using a computer as a tool to explore rhythms and melodies, before creating a musical composition.

    Chrome books

    Programming B - Programming quizzes

    Designing algorithms and programs that use events to trigger sequences of code to make an interactive quiz

    Ipads

    Year 3

    Computer Systems and Networks - Connecting computers Identifying that digital devices have inputs, processes, and outputs, and how devices can be connected to make networks.

    Ipads   Chrome books

    Cre

    ating Media - Desktop publishing

    Creating documents by modifying text, images, and page layouts for a specified purpose

    Chrome books

    Programming A - Sequencing sounds

    Creating sequences in a block-based programming language to make music

    Chrome books

     Data and Information Branching databases

    Building and using branching databases to group objects using yes/no questions

    Chrome books

    Creating Media Stop-frame animation Capturing and editing digital still images to produce a stop-frame animation that tells a story.

    Ipads 

    Programming B - Events and actions in programs Writing algorithms and programs that use a range of events to trigger sequences of actions.

    Chrome books

    Year 4

    Computer Systems and Networks - The internet

    Recognising the internet as a network of networks including the WWW, and why we should evaluate online content.

     Chrome books

    Creating Media - Audio production

    Capturing and editing audio to produce a podcast, ensuring that copyright is considered.

    Ipads   Chrome books

    Using garageband to record and edit

    Programming A - Repetition in shapes

     Using a text-based programming language to explore count-controlled loops when drawing shapes

    Chrome books

    Data and Information Data logging

    Recognising how and why data is collected over time, before using data loggers to carry out an investigation.

    Chrome books

    Creating Media Photo editing

    Manipulating digital images, and reflecting on the impact of changes and whether the required purpose is fulfilled.

    Ipads   Chrome books

    Programming B - Repetition in games

     Using a block-based programming language to explore count-controlled and infinite loops when creating a game.

    Chrome books

    Year 5

    Computer Systems and Networks - Systems and searching Recognising IT systems in the world and how some can enable searching on the internet.

    Chrome books

    Creating Media - Video production

    Planning, capturing, and editing video to produce a short film

    Ipads

    Using IMovie

    Programming A - Selection in ph

    ysical computing Exploring conditions and selection using a programmable microcontroller.

    Chrome books

    Micro Bits

    Data and Information Flat-file databases Using a database to order data and create charts to answer questions.

    Chrome books

    Creating Media Introduction to vector graphics Creating images in a drawing program by using layers and groups of objects.

    Chrome books

    Programming B - Selection in quizzes

    Exploring selection in programming to design and code an interactive quiz

    Chrome books

    Year 6

    Computer Systems and Networks - Communication and collaboration

     Exploring how data is transferred by working collaboratively online

    Chrome books

    Creating Media - Webpage creation

    Designing and creating webpages, giving consideration to copyright, aesthetics, and navigation.

    Chrome books

        

    Finished?

    Creating Media 3D modelling

    Planning, developing, and evaluating 3D computer models of physical objects.

    Chrome books

    Completed in Autumn 2

    Using TinkerCAD

    Programming A - Variables in games

    Exploring variables when designing and coding a game.

    Chrome books

    Data and Information Introduction to spreadsheets Answering questions by using spreadsheets to organise and calculate data

    Chrome books

    Programming B - Sensing movement

    Designing and coding a project that captures inputs from a physical device

    Chrome books Microbits

    Podcasts

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