Lumley Infant & Nursery Site: Great Lumley, County Durham DH3 4JL | Tel: 0191 388 5292 | Email: p2108.admin@durhamlearning.net
Lumley Junior Site: Cocken Lane, Great Lumley, County Durham DH3 4JJ | Tel: 0191 388 2310 | Email: p2107.admin@durhamlearning.net

Lumley Primary Federation

Curriculum – Computing

In this section of the website, you will find information about our approach to teaching Computing at Lumley Junior School.

 

Intent

At Lumley Junior School, we use the National Curriculum for Computing as the basis of our Computing programme.

The National Curriculum for Computing aims to ensure that all pupils:

  • can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
  • can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems
  • can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems
  • are responsible, competent, confident and creative users of information and communication technology.

In Key Stage Two, we ensure that pupils become digitally literate and that they are able to use, express themselves and develop their ideas through information and communication technology at a level suitable for the future as active participants in a digital world.

 

Knowledge and Key Skills Progression Grids:

COMPUTING – KS2 Knowledge and Key Skills – updated September 2022

 

Implementation

In Key Stage Two, the main scheme used for Computing is taken from the  National Centre for Computing Education (NCCE).  Their vision is for every child in every school in England to have a world-leading computing education.

The National Centre for Computing Education (NCCE) is funded by the Department for Education and supporting partners, and marks a significant investment in improving the provision of computing education in England.

We provide pupils with the knowledge and skills needed to develop their online safety, digital literacy, computer science and information technology.  The combination of these areas equips our pupils with the ability to safely and confidently use a computer. Lessons are adapted where necessary to meet the needs of pupils including those with special educational needs and disabilities.

Our pupils are taught about E-Safety throughout the school year.  We use Google Be Internet Legends to embed the importance of staying safe online in a meaningful way.  Children are equipped with the skills to be internet sharp, how to protect themselves and be internet secure.  E safety lessons link closely with our PSHE /ASPIRE curriculum and are taught throughout the year. Digital literacy skills are combined with several subjects for research purposes (especially in English, Science, History and Geography) and work is presented using a variety of programs.

For more information on termly curriculum content and coverage of key skills and knowledge, please visit our class pages, where you will find termly Curriculum Information for Parents.

 

Impact

A significant investment has been made in upgrading mobile technology throughout school to support personalised learning and to aid learning within the classroom. Children competently use technology in all curriculum subjects, when appropriate. Our Computing lessons are taught through four programmes of study.

By the end of Key Stage Two most children will:

Computing systems and Networks:

  • Identify that digital devices have inputs and outputs and can be connected to make networks.
  • Recognise the internet as a network of networks and why we should evaluate content.
  • Recognise IT systems in the world and how some enable searching online.
  • Explore how data is transferred.

Creating Media

  • Capture and edit digital still images to produce a stop-frame animation.
  • Create documents by modifying text, images and page layouts.
  • Capture and edit audio to produce a podcast, ensuring copyright is considered.
  • Manipulate digital images, and reflect on the impact of changes and whether the required purpose is fulfilled.
  • Plan, capture and edit video to produce a short film.
  • Create images in a drawing program by using layers and grouping objects.
  • Design and create web pages, considering copyright, aesthetics and navigation.
  • Plan, develop and evaluate 3D computer models of physical objects.

Programming

  • Create sequences to make music.
  • Write algorithms and programs that use a series of events.
  • Use text-based programming language to explore count-controlled loops.
  • Use block-based programming language to explore count-controlled and infinite loops when creating a game.
  • Explore conditions and selection using s programmable micro-controller.
  • Explore selection when designing and coding an interactive quiz.
  • Explore variables when designing and coding a game.
  • Design and code a project that captures inputs from a physical device.

Data and Information

  • Build and using branching databases using yes / no questions.
  • Recognise how and why data is collected over time, before using data loggers to carry out an investigation.
  • Use a database to order data and create charts to answer questions.
  • Answer questions by using spreadsheets to organise and calculate data.