Computing
Computing is the study of computers that includes information technology (how IT is used), digital literacy (how IT is used safely and effectively) and computer science (how computers work)
At Bentley and Copdock we follow the Teach Computing scheme of work, using a two-year rolling programme for mixed age planning. Within the Teach Computing curriculum, every year group learns through units within four reoccurring themes; Computing systems and networks, Creating media, Programming and Data and information.
This is broken down further into 10 strands using the National Centre for Computing Education’s computing Taxonomy:
Algorithms — Be able to comprehend, design, create, and evaluate algorithms.
Computer networks — Understand how networks can be used to retrieve and share information, and how they come with associated risks.
Computer systems — Understand what a computer is, and how its constituent parts function together as a whole.
Creating media — Select and create a range of media including text, images, sounds, and video.
Data and information — Understand how data is stored, organised, and used to represent real-world artefacts and scenarios.
Design and development — Understand the activities involved in planning, creating, and evaluating computing artefacts
Effective use of tools — Use software tools to support computing work
Impact of technology — Understand how individuals, systems, and society as a whole interact with computer systems
Programming — Create software to allow computers to solve problems
Safety and security — Understand risks when using technology, and how to protect individuals and systems
In EYFS Computing is centred around play-based activities that focus on building children’s listening skills, curiosity and creativity and problem solving.
Technology in the Early Years can mean:
taking a photograph with a camera or tablet
searching for information on the internet
playing games on the interactive whiteboard/iPads
exploring mechanical toys
using a Beebot
watching a video clip
listening to music
In Phase 1/2 knowledge focuses on what an algorithm is, creating and debugging a simple program, using logical reasoning to predict the behaviour of simple programs, using technology purposefully, uses of IT beyond school, what data is and how this can be collected and keeping safe online.
The skills taught are:
how to use basic programs e.g. changing text size, colour and font in word
how to program Beebots and follow a sequence of commands, make predictions using logical reasoning and how to create and debug a program that they have written
how to undertake safe searches using website like ‘kiddle’ or ‘kidzsearch’
how to save and retrieve files
how to collect data and create pictograms/block diagrams
In Phases 3/4 and 5/6 knowledge focuses on designing, writing and debugging programs that accomplish specific goals, using sequence, selection and repetition in programs, using logical reasoning to explain how algorithms work, using the WWW/technology effectively and safely and understanding computer networks.
The skills taught are:
writing, creating and debugging programs
how to solve problems by decomposing them into smaller parts
how to use variables to control a program
how to select and sequences commands, including repetition
reasoning skills to explain how algorithms work
reasoning skills to detect and debug errors
how to use search engines safely,
how to be discerning in evaluating digital content
how to combine a variety of programs using a range of devices to collect, analyse, evaluate and present data and information
Online Safety
Online Safety is taught using Project Evolve and focuses on 8 strands:
self-image and identity (shaping online identities and how media impacts on gender and stereotypes)
online relationships (relationships and behaviours that may lead to harm and how positive online interaction can empower and amplify voice)
online reputation (strategies to manage personal digital content effectively)
online bullying (strategies for effective reporting and intervention)
managing online information strategies for effective searching, critical evaluation and ethical publishing)
health, wellbeing and lifestyle (The impact that technology has on health, well-being and lifestyle including understanding negative behaviours and issues amplified and sustained by online technologies and the strategies for dealing with them)
privacy and security (behavioural and technical strategies to limit impact on privacy and protect data and systems against compromise)
copyright and ownership (protecting personal content and crediting the rights of others)
This is reinforced through themed days/weeks such as Internet Safety Week.
See more information about online safety here.