At Church Langton CE Primary School we deliver the computing National Curriculum objectives through the Teach Computing scheme of learning. Computing is organised into three core strands outlined in the National Curriculum: computational thinking, digital literacy and information technology. These three strands are taught through weekly hourly computing lessons.
An integral element of computing at our school is teaching children how to use the internet safely and responsibly both in the school and in the wider community. We aim to achieve this objective through termly assemblies, parent workshops and focused lessons throughout the school year. Additionally, across the school in Autumn 1 there will be a focus on using technology safely following the objectives set out in the National Curriculum for KS1 and KS2.
Through our computing curriculum, we want to ensure every child leaves Church Langton CE Primary School with the knowledge, skills and understanding to be a responsible, competent, confident and creative user of information and communication technology.
As Computing is a statutory subject, all classes teach and learn Computing at least once a week as well as discreetly with other subjects. Computing is mapped out across the curriculum using the Teach Computing scheme of work focusing on the objectives stated in the National Curriculum.
Children in the Early Years will have access to a range of devices and remote controlled toys and resources so that they can explore simple technologies independently and use them in their learning and play. Throughout Key Stage 1, children are taught to use technology purposefully to create, organise, store, manipulate and retrieve digital content. In Key Stage 2, children select, use and combine a variety of software on a range of digital devices to design and create a range of programs, systems and content that accomplishes given goals. Children across school are encouraged to use technology where appropriate to support their learning in all subjects and to share their work on relevant platforms.
Our Computing Curriculum has been structured to demonstrate a progression of knowledge and skills and ensures that children can build on their understanding, as each new concept and skill is taught with opportunities for children to revisit skills and knowledge as they progress through school.
Children become digitally literate and are ready to confidently use technology at home and at school. We believe it is a skill that empowers, and one that all pupils should be aware of and develop competence in. Pupils who can think computationally are better able to create, understand and use computer-based technology, and so are better prepared for today’s world and future.
At Church Langton, we believe that Computing is a vital subject which prepares children to live in a world where technology is an intrinsic part of everyday life. For this reason, we feel it is important that children are exposed to a range of computing disciplines relevant to the National Curriculum and the wider world.
Throughout the delivery of the computing curriculum, a consistent emphasis is placed on developing children’s understanding of how to use computing safely and responsibly.
A high-quality computing education equips pupils to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science, and design and technology, and provides insights into both natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work, and how to put this knowledge to use through programming. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate – able to use, and express themselves and develop their ideas through, information and communication technology – at a level suitable for the future workplace and as active participants in a digital world.