At Creswell Junior school our aim is to provide a high-quality computing education which equips children to use computational thinking and creativity to understand and change the world. The curriculum will teach children key knowledge about how computers and computer systems work, and how they are designed and programmed. Learners will have the opportunity to gain an understanding of computational systems of all kinds, whether or not they include computers.
By the time they leave Creswell Junior School, children will have gained key knowledge and skills in the three main areas of the computing curriculum: computer science (programming and understanding how digital systems work), information technology (using computer systems to store, retrieve and send information) and digital literacy (evaluating digital content and using technology safely and respectfully). The objectives within each strand support the development of learning across the key stages, ensuring a solid grounding for future learning and beyond.
At Creswell Junior School we want pupils to be masters of technology and not slaves to it. Technology is everywhere and will play a pivotal part in students' lives. Therefore, we want to model and educate our pupils on how to use technology positively, responsibly and safely. We want our pupils to be creators not consumers and our broad curriculum encompassing computer science, information technology and digital literacy reflects this. We want our pupils to understand that there is always a choice with using technology and as a school we utilise technology to model positive use. We recognise that the best prevention for a lot of issues we currently see with technology/social media is through education. We recognise that technology can allow pupils to share their learning in creative ways. We also understand the accessibility opportunities technology can provide for our pupils. Our knowledge rich curriculum has to be balanced with the opportunity for pupils to apply their knowledge creatively which will in turn help our pupils become skilful computer scientists. We encourage staff to try and embed computing across the whole curriculum to make learning creative and accessible. We want our pupils to be fluent with a range of tools to best express their understanding and hope by Upper Key Stage 2, children have the independence and confidence to choose the best tool to fulfil the task and challenge set by teachers.
Our whole curriculum is shaped by our school vision which aims to enable all children, regardless of background, ability, additional needs, to flourish to become the very best version of themselves they can possibly be. We teach the National Curriculum, supported by a clear skills and knowledge progression. This ensures that skills and knowledge are built on year by year and sequenced appropriately to maximise learning for all children. To ensure a broad range of skills and understanding, Computing is taught across three main strands: digital literacy, computer science and information technology. As part of information technology, children learn to use and express themselves and develop their ideas through ICT for example writing and presenting as well as exploring art and design using multimedia. Within digital literacy, children develop practical skills in the safe use of ICT and the ability to apply these skills to solving relevant, worthwhile problems for example understanding safe use of internet, networks and email. In computer science we teach children to understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation. Also to analyse problems to computational terms, and have repeated practical experience of writing computer programs in order to solve such problems. We also teach a progression of Computing vocabulary to support children in their understanding. At Creswell Junior we give children access to a wide range of good quality resources and provide cross curricular opportunities for children to apply their Computing knowledge and skills. Online safety is taught regularly and has its own unit. Online safety procedures are communicated with all staff and parents.
The implementation of this curriculum ensures that when children leave Creswell Junior School, they are competent and safe users of ICT with an understanding of how technology works. They will have developed skills to express themselves and be creative in using digital media and be equipped to apply their skills in Computing to different challenges going forward.
We use Purple Mash. Children learn how to Code, Control objects, Sequence, Flowchart, Email, Blog, Collaborate, Research, Publish, Calculate, Design, 3D Model, Animate and how to be safe online... Plus many many more!
Useful Subject Knowledge
Algorithm - An algorithm is a precisely defined procedure- a sequence of instructions, or a set of rules, for performing a specific task (e.g instructions for making a sandwich).
Control - Using computers to mover or otherwise change 'physical' systems. The computer can be hidden inside the system or connected to it.
Data - A structured set of numbers, representing digitised text, images, sound or video, which can be processed or transmitted by a computer.
Debug - To detect and correct the errors in a computer program.
Digital content - Any media created, edited or viewed on a computer, such as text, images, sound, video or virtual environments, and combinations of these (i.e multimedia)
Input - Data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors.
Output - The information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly through the control of motors in physical systems.
Program - A stored set of instructions encoded in a language understood by the computer that processes input to generate an output.
Sequence - To place programming instructions in order, with each executed one after the other.
Simulation - Using a computer to model the state and behaviour of real-world or imaginary systems, including physical and social systems; an integral part of most computer games.
Variables - A way in which computer programs can store, retrieve or change simple data, such as a score, the time left, or the user's name.