Welcome to the computing curriculum page. Here is a quick whistle stop guide to how we teach computing at Bessemer Grange Primary School throughout each phase.
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Our computing curriculum 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. The approach 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.
Aims
Our curriculum aims to ensure that all pupils:
Content
We use a scheme called Rising Stars from the foundation stage right up year 6.
This programme allows key skills to be built upon year on year and give our children a well-rounded computing education with excellent cross curricular links throughout the different year groups.
Early Years
The early years programme links technology across the curriculum and allows the children to build confidence in programming, using digital resources and providing continuous provision within ICT throughout the setting.
Pupils are taught to:
Pupils are taught to:
Pupils are taught to:
We follow the Rising Stars computing curriculum and the breakdown of objectives in each year group are as follows:
Year 1 and 2
I can follow instructions.
I can record a set of instructions.
I can program a toy.
I can give instructions.
I know what input, program and output mean for a robot toy.
I can give examples of input, program and output.
I can create a program.
I can spot and correct mistakes in a program (debug).
I can predict where a set of instructions will take a toy or person.
I can look for ways to make a program work better.
Year 3 and 4
I can design an interactive educational game.
I can develop an interactive educational game.
I can put Scratch blocks in the right order.
I can use the if/then/else block correctly.
I can use the random number block and use variables to work out the score.
I can include sound in my game.
I can correct mistakes in my game.
I can plan my own way to program my game.
I can use a countdown timer.
I can use the mouse to control my game.
I can explain how the algorithm of my game works.
Year 5 and 6
I can sketch my ideas for the design of my app.
I can create screen layouts for my app using a wireframing tool.
I can think about how people will use my app as I design it.
I can see how important it is that everyone should be able to use an app.
I can find media assets (e.g. buttons or backgrounds) for my app.
I can sketch my ideas for user-friendly design of my app.
I can try to design my app so that anyone should be able to use it.
I can create my own media assets for my app.
I can explain how different parts of my app will work together.
I can create user-friendly screen layouts for my app using a wireframing tool.
I can create an attractive design to suit the way people will use my app.
I can follow examples of good design to make sure anyone can use my app.
If you would like to peruse the Rising Stars curriculum, please feel free to follow the link below.