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Hollywell Primary School home page

Hollywell Primary School

At Hollywell Everyone Matters

Computing

Computing at Hollywell

 

Intent

Computing at Hollywell Primary School intends to develop confident and adaptable users of technology through an inspirational and relevant curriculum.

 

We want to equip our pupils with the ability to become active and safe online users in a world where computing is an integral part of everyday life.

 

Our aim is to provide a skills and knowledge-based computing curriculum that is diverse in experiences and allows the pupils to apply learning in a range of digital contexts. We aim to give the pupils at Hollywell the opportunity to apply their skills throughout selected units of our interwoven curriculum.

 

Curriculum Overview

Computing is a fundamental part of the Hollywell curriculum. There are three main ways that computing is delivered in the curriculum.

 

It is taught discretely in our hourly computing sessions in Years 1-6 once a week, which builds on the introduction to computing established in EYFS.

 

The second part involves using computing as part of the children’s personal development. This involves the teaching of a Movie Making unit as part of the progressive Community Action strand of GROWTH Enrichment. Additionally, it also focuses on extra-curricular activities such as After School Film Club and also incorporates assemblies delivered to the whole school and in classes. The inclusion of Safer Internet Day also covers this part. 

 

Finally, computing is delivered is across the interwoven school curriculum that encourages children to use technology as a means for research, presentations, data collection and analysis. This involves such things as Times Tables Rock Stars, Mathletics, Microsoft Teams and the use of iPads to aid analysis for the use of PE.

 

The discreet aspect of the Computing curriculum is underpinned by the Purple Mash scheme of work which provides progression and a clear focus on learning key knowledge and skills.

 

The Purple Mash Computing Scheme of Work is a comprehensive set of resources aligned to the National Curriculum for Computing, Technology and Digital Competence. It exposes children to a wide variety of digital tools, technological skills and innovations to enable them to become informed members of the digital community.

 

The scheme provides the scaffolding for teaching key skills alongside the flexibility to change the context to meet needs of individuals. For example, relating graphing to the local environment; tailoring blogging to individual cultures, experiences and interests. Additional units and catch up units have been provided to close gaps in learning and extend pupil’s knowledge. The activity ideas for Early Years (Reception) show opportunities for using Mini Mash or Purple Mash as part of the Early Years classroom to support children in working towards early learning goals.

 

Curriculum Progression of the Three Computing Strands

 

EYFS

Computing in EYFS is interwoven throughout the curriculum. Children are introduced to basic technology within the classroom, such as using the interactive whiteboard, CD players, iPads and digital cameras.

 

The children will talk about different ways that we use technology in school and outside of school. Furthermore, EYFS children are also introduced to a Bee Bot and this will give them their first experience of coding in computing by inputting instructions to the bot and seeing the outcome.

 

Digital Literacy

The first part of the computing curriculum in Year 1 focuses on Online Safety and for children to be able to log in safely and how to use the Purple Mash resources to open, save and edit their own work as well as how to access their To Dos.

 

Year 2 children are then introduced to Search Engines and will learn about why we use them and how to use them properly. The children will also learn about why and how to communicate via email and will begin writing and sending their own emails.

 

In Year 3, children learn the importance of not sharing your password with people and what can happen if someone knows your password. Children also look at age restrictions on films and games and discuss why these are put into place. Children will also learn that not everything you read online is true and they will learn about spoof websites and we should use reliable sources when accessing information online. Furthermore, children will learn how to use emails safely and add attachments to emails.

 

Year 4 children are introduced to the term ‘digital footprint’ and look at ways how to protect their identity online before learning how to assess if information online is reliable and true.

 

Year 5s are educated about the wider picture of the impacts on sharing content online. Year 5s will also discover that there are ways to edit and modify photographs and we should not take these pictures for face value.

 

In Year 6, children are introduced to blogs and the impacts of writing a blog and what features make up a successful blog as well as exploring how sharing locations online has both benefits and risks attached to them. 

 

 

Computer Science

Year 1 children are introduced to the term ‘algorithm’ and look at ‘debugging’ a set of instructions before using code to make their own computer programme. Children are also introduced to vocabulary such as ‘event’, ‘background’ and ‘objects’ so they are able to use a simplified version of Purple Mash’s 2Code coding platform.

 

In Year 2, their coding skills are built on by exploring what ‘collision detection’ means while designing an algorithm with a timed sequence.

 

Year 3s draw similarities to flowcharts when comparing algorithms and will begin to use timers in their coding before learning about ‘nesting’ and why this is important in computing.

 

As well as coding, children in Year 4 will look at the different components that are used to make up a computer. They will also explore animation before making their own cartoons using sounds and different backgrounds.

 

Computer Science is the main strand in the Year 5 curriculum as children make their own games and 3D models while also applying prior knowledge and skills from previous years to their coding module. Year 5s learn what a simulation is and what friction is in coding.

 

Children in Year 6 will create their own game using a timer and a scoreboard while learning about a launch command, variables and functions.

 

Information Technology

Throughout computing at Hollywell, children will use a wide-range of programmes on Purple Mash as part of the Information Technology strand.

 

Year 1s are introduced to Pictograms and Animated Story Books before learning about spreadsheets – a topic that is covered in all year groups. Children will learn how to enter data and pictures into a spreadsheet.

 

Year 2’s spreadsheet focus will look at making a counting machine and totalling tools. Children will also learn how to make music using Purple Mash’s 2Sequence and creating their own pictures using 2Paint.

 

In Year 3, as children are introduced to Chromebooks for the first time, their first module teaches them how to touch type. Children will then learn how to use the more than, less than and equals to symbol in spreadsheets as well as making their own graphs using a spreadsheet.

 

Year 4s will create their own logo and will learn how to change font sizes, colours and font types. Children will be introduced on how to use percentages, currencies and decimals on a spreadsheet before making their own times table test.

 

As part of their curriculum topic, children in Year 5 will make their own databases and concept maps. While in their spreadsheet module, children will convert imperial and metric measurements and solve a real-world problem.

 

Year 6s use spreadsheets to calculate discounts and to plan a school charity day. Children in Year 6 will also create a quiz aimed at young children.

 

*Computer Science underlines the knowledge and skills relating to programming, coding, algorithms and computational thinking. Information Technology underlines the knowledge and skills relating to communication, multimedia and data representation and handling. Digital Literacy underlines the knowledge and skills relating to online safety and technology uses all of which are covered whether combined or discreetly.

 

A high-quality computing education equips pupils to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science and design and technology, and provides insights into both natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work and how to put this knowledge to use through programming. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate – able to use, and express themselves and develop their ideas through, information and communication technology – at a level suitable for the future workplace and as active participants in a digital world.’ -Computing Curriculum, Programmes of Study, 2013