Belchamp St. Paul Primary School Computing Scheme of Work



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Year 5

Information Technology

Programme of Study

Learning objectives


Key skills


Use search technologies effectively



Students should be taught about the range of search engines and methods of searching ‘romans ks2’ or volcano and go to the news section. To understand plagiarism. To be able to choose trusted websites.




  • Use a search engine efficiently and effectively

Select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information






  • Use a range of programs effectively.



  • Create digital content for presentation






RESOURCES

Excel, Word, Publisher, Learning Platform, Prezi, Movie Maker, Photo Story 3, 2Animate, Stykz, Scratch, Wix website maker, Sketchup



Year 5

Digital Literacy

Programme of Study

Learning objectives

Key skills

Understand the opportunities networks offer for communication and collaboration

  • To recognise and name different parts of the Internet.

  • To understand the different parts of a webpage.

  • To understand that the internet can be used to communicate



  • Identify different parts of the Internet.

  • Choose appropriate tools for communication and collaboration and use them responsibly.

  • Use effective strategies to search with appropriate search engines.

  • Name different elements on web pages.

Be discerning in evaluating digital content

  • To understand and evaluate different types of information found on the World Wide Web.

  • To understand that not all online images should be used

  • To understand that the information on a webpage has been created by a person.

  • Evaluate information on the world wide web.

  • Use search tools to find appropriate websites

  • Recognise more reliable sources e.g bbc news

  • Identifying the owner of the information on a webpage.

Use technology safely, respectfully and responsibly; recognise acceptable and unacceptable behaviour; identify a range of ways to report concerns about content and contact. online technologies

  • To understand that personal information should not be posted or shared online

  • To understand the social etiquette required when communicating online.

  • To be aware of age-appropriateness

  • To understand that computer viruses can harm your computer.

  • To understand what to do if you see inappropriate content.




  • Recognise the risks of sharing information, photographs online

  • Know appropriate language when communicating online

  • Recognise appropriate age restriction symbols

  • Understand and follow ‘think then click’ agreement

  • Understand reporting procedures




RESOURCES

Safe search engines: http://www.bbc.co.uk/cbbc/find/ http://www.kidrex.org/

ThinkUknow, NSPCC, Childline, CEOPs video, Learning Platform







Year 6

Computer Science

Programme of Study

Learning objectives


Key skills


Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.

  • To recognise an error in a program and debug it so that it works.

  • Understand that algorithms will help to solve and sequence more complex programs.

  • Understand that using algorithms will also help solve problems in other subjects

  • To recognise the need to test and retest whilst a program is being developed.

  • Create an algorithm that contains step by step instructions to solve a problem.

  • Use of algorithms to solve problems to work in Maths, Science and Design and Technology

  • Testing a program throughout development




Use sequence, selection, and repetition in programs; work with variables and various forms of input and output

  • To understand the relationships between Input, Process and Output

  • To know how to connect devices to create a system that works

  • To understand that repeating instructions can save time and make a program simpler.

  • To understand that data can change in value (variable)

  • To use simple terms to describe how a computer processes data.

  • To connect devices to create a computer system that works.

  • Create a program using repeated instructions

  • Create a program that uses more than one variable

Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs

  • To predict and explain how a program will work

  • To simplify a program if necessary

  • To correct a program if it doesn’t work (debug)

  • Use prior knowledge to make reasonable predictions about what will happen when a program is run.

  • Evaluate algorithms planned by others and identify any problems and the expected outcome

RESOURCES

Scratch

Flowgo


Flowol

Codemonster



X-ray Goggles




Year 6

Information Technology

Programme of Study

Learning objectives


Key skills


Use search technologies effectively



Students should be taught about the range of search engines and methods of searching ‘romans ks2’ or volcano and go to the news section. To understand plagiarism. To be able to choose trusted websites.




  • Use a search engine efficiently and effectively

Select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information



  • To build a website

  • To create an app

  • To combine research with data handling

  • To inform/entertain an audience

  • To use graphic design skills






  • Use a range of programs effectively.



  • Create digital content for presentation



  • Research, evaluate and present data




RESOURCES

Excel, Word, Publisher, Learning Platform, Prezi, Movie Maker, Photo Story 3, 2Animate, Stykz, Scratch, Wix website maker, Sketchup 



Year 6

Digital Literacy

Programme of Study

Learning objectives


Key skills


Understand the opportunities networks offer for communication and collaboration

  • To recognise and name different parts of the Internet.

  • To understand the range of communication available on the internet.

  • To understand how information is transported on the internet,

  • To recognise different parts of a computer

  • Identify different parts of the Internet.

  • Choose appropriate tools for communication and collaboration and use them responsibly.

  • Connect a computer device to a mouse, keyboard and printer.




Be discerning in evaluating digital content

  • To understand and evaluate different types of information found on the World Wide Web.

  • To understand that not all online images should be used

  • To understand how web pages are searched and ranked.

  • To understand that the information on a webpage has been created by a person. http://www.thedogisland.com/

  • Evaluate information on the world wide web.

  • Use search tools to find appropriate websites

  • Describe how search results are found and ranked.

  • Identifying the owner of the information on a webpage.

Use technology safely, respectfully and responsibly; recognise acceptable and unacceptable behaviour; identify a range of ways to report concerns about content and contact. online technologies

  • To understand that personal information should not be posted or shared online

  • To understand the social etiquette required when communicating online.

  • To be aware of age-appropriateness

  • To understand that computer virus’ can harm your computer.

  • To understand what to do if you see inappropriate content.




  • Recognise the risks of sharing information, photographs online

  • Know appropriate language when communicating online

  • Recognise appropriate age restriction on the internet including social networking application

  • Understand and follow ‘think then click’ agreement

  • Understand reporting procedures (CEOP button) (check)

RESOURCES

Safe search engines: http://www.bbc.co.uk/cbbc/find/ http://www.kidrex.org/

http://www.thedogisland.com/facilities.html

Thinkuknow Caught in the web (Lucy’s story) , CEOPs video, Child Line, NSPCC


Computer Science- This focuses on how computer systems work and how they are programmed; this will usually present itself as specifically taught lesson.

Information Technology- This focuses on how technology can support learning across the curriculum and will be evident in all or most lessons.



Digital Literacy- This focuses on the positive and negative implications of using technology: e-awareness.


Taken from Computing in the national curriculum A guide for Primary Teachers 2013
Glossary
algorithm – an unambiguous procedure or precise step-by-step guide to solve a problem or achieve a particular objective.
computer networks – the computers and the connecting hardware (wifi access points, cables, fibres, switches and routers) that make it possible to transfer data using an agreed method (‘protocol’).
control – using computers to move 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 (including the hypertext of a web page), images, sound, video (including animation), or virtual environments, and combinations of these (i.e. multimedia).
information – the meaning or interpretation given to a set of data by its users, or which results from data being processed.
input – data that goes into a computer, such as via a keyboard, mouse, microphone, camera or physical sensors.
internet – the global collection of computer networks and their connections, all using shared protocols (TCP/IP) to communicate.
logical reasoning – a systematic approach to solving problems or deducing information using a set of universally applicable and totally reliable rules.
output – the information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly though the control of motors in physical systems.
program – a stored set of instructions encoded in a language understood by the computer that does some form of computation, processing input and/or stored data to generate output.
repetition – a programming construct in which one or more instructions are repeated, perhaps a certain number of times, until a condition is satisfied or until the program is stopped.
search – to identify data that satisfies one or more conditions, such as web pages containing supplied keywords, or files on a computer with certain properties.
selection – a programming construct in which the instructions that are executed are determined by whether a particular condition is met.
sequence – to place programming instructions in order, with each executed one after the other.
services – programs running on computers, typically those connected to the internet, which provide functionality in response to requests; for example, to transmit a web page, deliver an email or allow a text, voice or video conversation.
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.

softwarecomputer programs, including both application software (such as office programs, web browsers, media editors and games) and the computer operating system. The term also applies to ‘apps’ running on mobile devices and to web-based services.
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.
World Wide Web – a service provided by computers connected to the internet (web servers), in which pages of hypertext (web pages)

are transmitted to users; the pages typically include links to other web pages and may be generated by programs automatically.





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