Computing
At Horton Grange, our Computing curriculum is designed to prepare pupils for rapidly changing world in which work and other activities are increasingly transformed by access to varied and developing technology. We recognise that using technology correctly and confidently is an extremely important tool in both the society we live in and in the process of teaching and learning. Pupils use a range of computing tools and physical computing to find, explore, analyse, exchange and present information responsibly. They learn how to use technology and equipment to gain access to ideas and experiences from a wide range of sources. Our vision is for all learners in our school to become confident users of computing and technology.
Our scheme of work for Computing is adapted from the ‘Teach Computing’ Curriculum and covers all aspects of the National Curriculum. This scheme was chosen as it has been created by subject experts and based on the latest pedagogical research. It provides an innovative progression framework where computing content (concepts, knowledge, skills and objectives) has been organised into interconnected networks called learning graphs.
As the aims of computing are to equip pupils with the skills necessary to use technology to become independent learners, the teaching style that we adopt is as active and practical as possible. Computing contributes to teaching and learning in all curriculum areas and is used throughout the curriculum as well as planned units of work. This gives pupils the opportunity to consolidate any skills and knowledge to create digital pieces.
Early Years
In Early Years, we use Barefoot Computing resources to introduce computational thinking and problem solving to pupils. This enables us to teach the necessary skills that pupils need to solve everyday problems and understand what we need to do in order to complete a simple task.
Key Stage 1
Year 1 introduce different forms of technology to pupils to paint and write digitally. They also begin looking at how to programme using physical computing such as BeeBots and creating animations. Year 2 then use these skills to begin creating algorithms to make robots move and look at both digital photography and music.
Lower Key Stage 2
In Years 3 and 4 pupils begin to understand computers in further depth such as connections and the internet. In Year 3, pupils have the opportunity to create stop frame animations and music by sequencing a range of sounds. Year 4 use their skills of programming to support them in creating games for their peers and manipulate pictures. By doing this, pupils begin to understand the impact changes have in photography and whether it is purposeful.
Upper Key Stage 2
Physical computing kits (Crumbles and Micro:Bits) are introduced to Year 5 and 6 where pupils have the opportunity to build a programmable controller and explore variables and conditions when working with the equipment.