Our Vision for Computing
As ICT underpins today’s modern lifestyle, it is essential that all pupils gain the confidence, experience, skills and ability needed in this subject, to prepare them for the challenge of a rapidly developing and changing technological world. Learners in our environment will be confident, independent and motivated in their use of technology. The use of ICT will enhance and extend children’s learning and problem solving across the whole curriculum, as well as provide the knowledge and understanding of computing as a distinct curriculum subject in itself. ICT is also a valuable resource for communicating with the wider community.
We aim to:
- Meet the requirements of the National Curriculum programmes of study for computing.
- Provide a relevant, challenging and enjoyable computing curriculum for all pupils.
- Motivate children to achieve success in ICT, by learning the skills set out in our scheme of work.
- Use computing as a tool to enhance and extend children’s learning across the whole curriculum.
- Equip pupils with the confidence and capability to use computing throughout their current and later lives.
- Provide access to a range of ICT resources, responding to and incorporating new developments in technology.
- Teach all pupils how to use the internet safely and responsibly; teaching its sensible usage. Give pupils opportunities to choose when to use ICT tools and applications for given tasks: enabling them to see its relevance in everyday life.
- Use ICT to record assessments and evidence of childrens’ achievements and experiences.
- Use ICT to promote links with parents and the wider community.
The Computing Curriculum
The New Computing Curriculum develops both skills and knowledge. Children are taught computer science. This includes the craft of coding, from KS1 onwards – floor and screen turtles at KS1 to Scratch at KS2. Children learn about programming, data, algorithms and networks. This enables children to develop an understanding of the principles of computer science. They develop computational thinking. There’s also a focus on problem solving: using logic and ideas about systems, patterns (and pattern languages), abstraction and decomposition.
The new curriculum puts a clearer emphasis on three areas of learning:
Computer science – how computers work and how to write algorithms and solve problems to eventually create a computer program.
Information technology – how data is represented and managed on computers.
Digital literacy – how to understand digital information and interact with it safely and appropriately.
The aim of the new curriculum is to build an understanding of how computers work and how they can be used in pupils’ lives – both in their future employment and in enabling them to be good 21st Century global citizens.
At St. Clare’s we use the PURPLE MASH Scheme of Work to teach Computing. Below is an overview of teaching per year group.
Children are assessed each term using our Wider Curriculum Assessment grids relating to areas taught – for example below you can see expectations for each Year 1.
This is a glossary of terms in the computer science context – the words may sometimes (but not always) have different meanings in other contexts.
• Abstraction Reducing complexity by focusing on the essential features of an algorithm or data representation and omitting unnecessary detail.
• Algorithm A precise step by step method for solving a problem.
• Application A self-contained program that performs a specific function for end users.
• Boolean logic / digital logic A system of reasoning with truth values, true and false, using logical operations such as and, or, and not.
• Browser A piece of software that enables a user to locate, retrieve and display information on the world wide web.
• Complexity The way that a solution to a problem scales as the size of the input increases, considering both the number of computational steps and the memory space required.
• Computation Performing a calculation by executing the instructions of a program on a computational device.
• Computational device / digital device A computer or other programmable device that performs computation.
• Computational thinking The ability to analyse ways to solve problems using appropriate algorithms and data representations, taking account of the complexity of possible solutions.
• Computer science The scientific study of computation, applied to both hardware and software, covering both theoretical and practical concerns.
• Data Information which can be stored, retrieved and manipulated in digital form using digital devices.
• Debug To find, remove and / or change errors in computer code.
• Digital artifacts / digital content Images, videos, text or data, or a combination of these, which are made on a digital device.
• Digital literacy The ability to access and manipulate digital content and understand the implications of its creation and distribution.
• Data representation The various ways data can be represented as words, numbers and pictures in the memory of a computational device.
• E-safety Understanding and applying rules to mitigate against the risks to personal safety and privacy of personal information in using digital devices of all kinds.
• Function A small section of computational code that performs a specific operation. In particular, a function takes inputs, or arguments, and returns outputs, or results.
• Hardware Physical items of computing kit such as desktop hard drives, printers and scanners
• Input The data that feeds into a computation. A stimulus to which a real-time application will respond.
• Internet A global network of computers which are linked, allowing the exchange of data. It uses various data transfer protocols which can be seen in the top bar of a browser, such as Hyper Text Transfer Protocol (http).
• Logic A systematic approach to reasoning. The rules that underlie an algorithm used for an application. Can also refer to digital components in computer hardware.
• Network A number of computational devices connected together, allowing sharing of resources and cooperation between devices in the solution of a problem. Also the hardware used to establish connections between devices on a network.
• Operating system The program that enables the computer to start and access different sorts of software on the computer, examples include Microsoft Windows and iOS for Mac.
• Output The data that results from a computation. A response generated by a real-time application to stimulus.
• Procedure A small section of computational code that performs a specific operation. Unlike a function, a procedure does not return a result but may be to change the data stored in objects in computer memory.
• Program / code (verb) To create or modify a program.
• Program / code (noun) A sequence of instructions for a computational device, written in an appropriate programming language, for implementing an algorithm that manipulates appropriate data representations for solving a problem.
• Programming language A formal language for representing statements, or commands, and data values used in a program. A programming language has a precise syntax that defines the valid ways for combining the symbols used to denote variables and data values. Examples used on schools include Scratch, Python and SmallBASIC.
• Search technologies Algorithms used by applications known as search engines to trawl the internet for digital content matching search terms given by a user. Results are normally presented in the form of links to relevant content.
• Sequence A number of program statements, to be executed one after another.
• Software The programs that enable computers to undertake specific functions.
• Variable A symbol in the code for a program that represents a data value or data object that can be changed during the course of computation.