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Field House Infant School and Nursery

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Computing

Through teaching Computing, we intend to equip our children to participate in a rapidly changing world where work and leisure activities are increasingly transformed by technology. Computing encompasses a whole range of interconnected disciplines required to help understand and change the world. We want all pupils at Field House to experience the magnificence, power and enjoyment of Computing and to develop a sense of inquisitiveness about the subject. We acknowledge the importance of these skills being coupled with a clear understanding of digital literacy. We take a Mastery approach to ensure that our pupils acquire a deep, long-term, secure and adaptable understanding of what they have been taught.

 

We aim for all pupils to:

  • Become confident to find, explore, use and apply fundamental principles and concepts of computer sciences including abstraction, logic, algorithms and data representation.
  • Be able to confidently analyse and apply problem solving skills through engaging with relevant and enriching computer programs.
  • Be able to evaluate new or unfamiliar information technology to solve problems and confidently appraise if it is fit for purpose. Linking computing to real-life scenarios to equip children with diagnostic skills is what we strive to achieve.
  • Become responsible, competent and respectful users of information and communication technology.

How do we teach Computing?  

In Key Stage One, we teach Computing through the Teach Computing Scheme, making tangible links to the overall topic under study in order to give the children's work meaning and purpose.

 

The Teach Computing curriculum is structured into units for each year group, and each unit is broken down into lessons. Units can generally be taught in any order, with the exception of programming, where concepts and skills rely on prior knowledge and experiences. Lessons must be taught in numerical order.

The progression summary grid below shows you how the children will develop their Computing skills and knowledge across the year groups.

  • Operate simple IT equipment (for example CD Players)
  • Explore cause and effect toys and simple mechanisms: remotes, winders, friction cars
  • Press parts, lift flaps
  • Interact with age-appropriate software
  • Use remote control cars
  • Start to use the Internet safety
  • Complete a simple program
  • Log on to a computer program
  • Use iPads and a range of technology
  • Use BeeBots (simple coding)
  • Name a variety of technology in school and beyond
  • Learn how to keep safe online by understanding what is safe / unsafe and who to go to for help
  • Understand what personal information is and why it needs to be kept private
  • Understand what an algorithm is 
  • Put a set of codes into a digital device
  • Debug simple programs
  • Log on and log of
  • Create a piece of work using simple programs
  • Internet safety
  • Use the internet to find information
  • Create a piece of work using a program 
  • Use technology to save and retrieve work
  • Put a set of instructions into a device (eg BeeBots)
  • Make predictions on the behaviour of simple programmes
  • Put a set of codes into a device
  • Debug programmes
  • Learn about algorithms

 

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