At Sea Mills Primary our aim is for pupils to develop a set of computing and IT skills that will carry them through their school life and beyond. We aim to achieve this by continuing to provide exciting and engaging activities that capture the imaginations of our children. We believe that it is essential to give children the tools they need to become safe, responsible and creative citizens in an increasingly digital world.
Computing and e-safety is taught in all years and used throughout the curriculum. Each class has a dedicated weekly lesson and has opportunities to use a range of technologies in other subjects, whether it be collecting scientific data on data loggers or creating an animated story using an iPad app. The school benefits from having a good mix of laptops, Netbooks and iPads and children are encouraged to become independent in their use. The school follows the Purple Mash scheme of work which takes the children on a comprehensive journey, building their skills and confidence from Reception to Year 6.
In Reception children use computers, iPads and other technologies such as digital sound recorders, cameras and floor bots (Bee-Bots) in an informal setting. They use iPads and computers to create topic related content such as simple animations, pictures and manipulated photographs. They also play on age appropriate educational games and learn about staying safe online. They are supported in order to build their confidence and express their ideas and understanding.
In KS1 children explore programming using programmable floor bots: learning to write and try out instructions; guiding bots around different routes. They learn to name and use the different parts of computers and are introduced to creating and saving digital content onto the school network, using a variety of software and apps. In year 1, children use these to create and manipulate images and text. In year 2 pupils learn how to make simple maths games on the computer.. They use educational apps on iPads and are introduced to basic programming concepts.
In KS2 computers and iPads are used extensively for cross curricular research. Children are encouraged to select and use different software and apps to present their ideas. From Year 3, they extend their IT skills and programming knowledge, moving toward becoming discerning users of technology and the Internet. Pupils are introduced to more than one programming language e.g. Scratch, Logo, HTML and learn to write and test algorithms (precise instructions), as well as make computer animations, games and quizzes. They are encouraged to help each other to problem solve, debug (fix) any errors and to share their learning and skills with their classmates. Computing concepts are also explored using ‘unplugged’ (away from the computer) activities and a variety of apps on iPads.
Can you create your own story, game or animation?
Get started with computing and impress your friends.
Let us know what you have made and we will post it on here for others to enjoy!
Watch featured projects and explore step by step introductions to making your own.
Want to use coding to control Angry Birds? See which level you can get up to by building blocks to move the bird in order to catch the pig.
Coding is a hidden language that is used to make things happen on a computer. Usually all we see are buttons but each button does a job because it has been programmed to do something through a special and unique code. As you play Angry Birds, click on SHOW CODE to see what your buttons look like in the language of code.
Here are just a few of the free, online resources that we will be using in school. Ask permission from an adult at home and you too can download these in order to get creative and continue your learning beyond the classroom.
Get ready to use Lego in a whole new way. Lego WeDo allows you to construct and program Lego to save a goal or create a moving Ferris wheel. Take a look at this video clip and be prepared to be inspired.
Why do we teach computing? This is why!
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