Irlam Endowed Primary School

At Irlam Endowed Primary School, we recognise the importance of children keeping up to date with the ever-changing world of technology.

Please find our school policies as links below. This will show you our philosophy on learning, our planning methods and our calculation methods.

Name
 Computing Policy 2021.docxDownload
 Computing subject specific overview N to Y6.docxDownload
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Planning in Years 1 to 6:

We follow the Teach Computing Scheme of Work from Year 1 onwards.  This scheme is used to plan our overview of learning in each class alongside a variety of resources that will aid to embed the new skills and knowledge.

Overview for Key Stage 1:

Computings system and networks Creating Media Programming A Data and information Creating Media Programming B
Year 1

Technology around us

Digital painting Moving a robot Grouping data Digital writing Programming animations
Year 2 Information technology around us Digital photography Robot algorithms Pictograms Making music Programming quizzes

Unit Summaries:

Computings system and networks Creating Media Programming A Data and information Creating Media Programming B
Year 1

Technology around us

Recognising technology
in school and using
it responsibly.

 

Digital painting

Choosing appropriate
tools in a program
to create art, and
making comparisons
with working
non-digitally.

Moving a robot

Writing short
algorithms and
programs for floor
robots, and predicting
program outcomes.

Grouping data

Exploring object
labels, then using
them to sort and
group objects by
properties.

Digital writing

Using a computer
to create and format
text, before
comparing to writing
non-digitally.

Programming animations

Designing and
programming the
movement of a
character on screen
to tell stories.

Year 2

Information technology around us

Identifying IT and how
its responsible use
improves our world in
school and beyond.

 

Digital photography

Capturing and
changing digital
photographs for
different purposes.

Robot algorithms

Creating and
debugging programs,
and using logical
reasoning to make
predictions.

Pictograms

Collecting data in tally
charts and using
attributes to organise
and present data
on a computer.

Making music

Using a computer
as a tool to explore
rhythms and
melodies, before
creating a musical
composition.

Programming quizzes

Designing algorithms
and programs that
use events to trigger
sequences of code
to make an
interactive quiz.

Overview for Key Stage 2:

Computings system and networks Creating Media Programming A Data and information Creating Media Programming B
Year 3

Connecting computers 

 Stop-frame animation

Sequencing sounds 

Branching databases 

Desktop publishing 

Events and actions in programs 

Year 4

The internet 

Audio production 

 Repetition in shapes

Data logging 

Photo editing 

Repetition in games 

Year 5

Sharing information 

Video production Selection in physical computing

Flat-file databases 

 Vector drawing

Selection in quizzes 

Year 6

Internet Communication 

Webpage creation Variables in games

Introduction to speadsheets 

 3D modelling

Sensing 

Unit Summaries:

Computings system and networks Creating Media Programming A Data and information Creating Media Programming B
Year 3

Connecting
computers
Identifying that digital
devices have inputs,
processes, and outputs,
and how devices can
be connected
to make networks. 

 Stop-frame
animation
Capturing and editing
digital still images to
produce a stop-frame
animation that
tells a story.

 Sequencing sounds
Creating sequences
in a block-based
programming
language to
make music.

Branching databases
Building and
using branching
databases to group
objects using
yes/no questions. 

Desktop publishing
Creating documents
by modifying text,
images, and page
layouts for a
specified purpose. 

Events and actions
in programs
Writing algorithms
and programs that
use a range of events
to trigger sequences
of actions. 

Year 4

  The internet
Recognising the internet
as a network of networks
including the WWW, and
why we should evaluate
online content.

 Audio production
Capturing and editing
audio to produce a
podcast, ensuring
that copyright
is considered.

Repetition in shapes
Using a text-based
programming
language to explore
count-controlled
loops when
drawing shapes. 

Data logging
Recognising how
and why data is
collected over time,
before using data
loggers to carry out
an investigation. 

Photo editing
Manipulating digital
images, and reflecting
on the impact of
changes and whether
the required purpose
is fulfilled. 

Repetition in games
Using a block-based
programming
language to explore
count-controlled and
infinite loops when
creating a game. 

Year 5

 Systems and searching
Recognising IT systems
around us and how they
allow us to search the
internet.

Video production
Planning, capturing,
and editing video to
produce a short film.
Selection in physical
computing
Exploring conditions
and selection using
a programmable
microcontroller.

 Flat-file databases
Using a database
to order data and
create charts to
answer questions.

Vector drawing
Creating images
in a drawing program
by using layers and
groups of objects. 

 Selection in quizzes
Exploring selection
in programming to
design and code an
interactive quiz.

Year 6

Communication
and collaboration
Identifying and exploring
how data is transferred
and information is
shared online. 

Webpage creation
Designing and
creating webpages,
giving consideration
to copyright,
aesthetics, and
navigation.
Variables in games
Exploring variables
when designing and
coding a game.

Introduction to
spreadsheets
Answering
questions by using
spreadsheets
to organise and
calculate data. 

3D modelling
Planning, developing,
and evaluating 3D
computer models of
physical objects. 

Sensing
Designing and coding
a project that
captures inputs from
a physical device. 

Other aspects of ICT at school:

We have an after-school cyber club which runs all year and is open to pupils in Year 1 to 6 throughout the year.

We use ICT to make cross-curricular links with other subjects and each class has access to separate computers, laptops, Chrome books and iPads to enhance the curriculum.