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 computing 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.
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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.
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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.
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EXAMPLES OF COMPUTING LEARNING IN OUR SCHOOL
Year 6 Scratch Game
In Year 6, we created games using Scratch. We linked them to our unit 'The Industrial Revolution'. We had to include variables, including scores, and think about what age range our games were aimed at. Below is one of the games made in class.
Year 5 Games Expo
Year 5 made maze games using purple mash and tested them on the younger children.
Online Safety Poster
Everyone in school created Online Safety Posters to share important messages in our school about how to stay safe online. The winning entries from each class are now displayed around school.
Year 3 - Coding
We used 2Code to design and make an interactive scene.
Curriculum strand: Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems.
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Year 2 - databases
We created branching databases to identify the Purple Mash Avatars.
Curriculum strand: Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
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Year 4 - Coding
We used 2Code to design and make our own simple programs, using IF statements, IF/ELSE statements and number variables.
Curriculum strand: Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems.
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Year 1 - Coding
We wrote code to make the different snails move forward different amounts.
Curriculum strand: Create and debug simple programs.
Year 1 - Story Writing
We used 2CreateaStory to write and illustrate our own moving story books.
Curriculum strand: use technology purposefully to create, organise, store, manipulate and retrieve digital
content
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Year 5 and 6 - Online Safety Training
Jade from Kirklees PREVENT came in to talk to us about online safety. The children had lots of ideas and shared lots of stories and thoughts about their own experiences online. Jade gave us loads of tips for how to stay safe online.
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Year 4 - 3D mazes
We created 3D maze games using 2DIY3D.
Curriculum strand: Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems.
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Year 6 - 3D vehicles
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.
Year 3 - Coding
Year 3 have used 2Code on Purple Mash to design and create their own interactive scene.
Curriculum strand: Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems.
Year 2 - Composition
We used 2Beat to create our own tracks using different sounds and instruments.
Curriculum strand: use technology purposefully to create, organise, store, manipulate and retrieve digital
content
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Year 4 - Internet Research
We used the internet to research information about the infamous highwayman, Turpin. This helped us to write a biography about his life.
Curriculum strand: Use search technologies effectively, appreciate how results are selected and ranked, and be discerning in evaluating digital content.
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Year 5 - 3D mazes
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.
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Year 3 - posters
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.