Linthwaite Ardron CE (VA) Junior and Infant School

'Through Christian values we support, help, inspire, nurture and encourage all individuals to SHINE and reach their potential'

Church Ln, Linthwaite, Huddersfield HD7 5TA

01484 845544

office.linthardron@kirkleeseducation.uk

WELCOME TO COMPUTING!

Please look below for a range of materials and resources that shape pupils' computing learning in our school. If you can't find what you're looking for, please contact our science lead, Mr Ian Pollitt, through the school office.

INTENT

At Linthwaite Ardron we aim to equip our children to ‘live life in all its fullness’ in the digital worlds of today and tomorrow.

We believe that children should learn how to use technology (including, but not limited to, social media) positively, responsibly and safely. We aim to empower them to believe they can do this to build a better world based on the virtues and values given to us by Christ.

Our dynamic curriculum is designed to balance acquiring a broad and deep knowledge with opportunity to apply skills in various digital contexts. This means we teach computing both discreetly and by giving pupils the opportunity to apply what they have learnt across the curriculum. Our curriculum encompasses computer science, information technology and digital literacy.

 

IMPLEMENTATION

We follow the Purple Mash scheme of work but allow teachers the freedom to adapt this to suit the needs of their learners and the wider curriculum. Knowledge and skills are taught at specific points in the year to allow for cross-curricular teaching. They are also taught in such a way that they apply to the wider curriculum. We have carefully planned the curriculum so that learning in any given year group builds on previous knowledge and skills acquired in computer science, information technology and digital literacy. We appreciate that some computing concepts and best learnt off screen and see the value in ‘unplugged computing.’ Pupils are given the opportunity to showcase their work in a variety of different ways, for instance to their peers, through assemblies, displays and on our school website.

 

IMPACT

We aim for the impact of our curriculum not only to be evident in assessments but in the children themselves. Our children will be independent learners who can confidently choose the right digital tools for different tasks. They will also feel ownership of their own learning and that they have been listened to by their peers and by staff. They will demonstrate our school Christian values in their engagement with digital activities. They will have thoroughly enjoyed their learning, seen its relevance to wider society and be ready to use their learning for their next stage in education and beyond.

 

Progression of skills and curriculum map 

 

EXAMPLES OF COMPUTING LEARNING IN OUR SCHOOL

Year 1

We wrote code to make the different snails move forward different amounts.

Curriculum strand: Create and debug simple programs.

Year 2

We created branching databases to identify the Purple Mash Avatars.

Curriculum strand: Use technology purposefully to create, organise, store, manipulate and retrieve digital content.

Year 3

We created posters to present information about the Great Barrier Reef.

Curriculum Strand: Select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information.

Year 4

We created 3D maze games using 2DIY3D.

Curriculum strand: Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems.

Year 5

We designed and made a maze game on Purple Mash.

Curriculum strand: Use sequence, selection and repetition in programs; work with variables and various forms of input and output.

Year 6

We used 2design&Make to create realistic 3D vehicles, including their nets.

Curriculum Strand: Select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information.