Computing
"Computer science empowers students to create the world of tomorrow." - Satya Nadella, CEO of Microsoft
As outlined in the National Curriculum, a high quality Computing curriculum provides pupils with the computational thinking, knowledge and skills to change the world!
At St Luke's, we want our children to be confident, competent and digitally literate users of technology who have the knowledge and skills to use information technology to express their creativity, develop their ideas and become active participants in the future of the digital world.
The Computing Curriculum at St Luke's is sequenced and taught progressively throughout Key Stage 1 and 2, across four units, following Teach Computing units of work. The units include: computer systems and networks, creating media, data and information and programming. This way, children are revisiting and building on their knowledge, concepts and skills through a sprial curriculum. Children are given opportunities to showcase their computing skills in other areas of the curriculum e.g. during Year 2 geography lessons, children input their poscodes into Google Earth to locate their homes and examine maps of their local area.
Online safety is continuously reinforced through children's everyday interactions with technology. Each year, a specific focus is given to online safety on Safer Internet Day.
Computing in EYFS is centred around play-based activities, building on the children’s interests, curiosity, creativity and problem-solving skills. Children in EYFS will explore technology in their everyday lives as they interact with a range of technology through classroom provision. Children speak to adults daily about how we can be safe using technology, including sensible amounts of screen time and keeping safe online.
Technology in our Early Years can mean:
- playing with technology in the home corner (wifi routers, telephones and Alexa)
- playing within areas of provision to create 'technology' e.g. Lego tablets
- Playing with toys with buttons, flaps and simple mechanisms and learning how to operate them
- writing on LCD tablets
- taking a photograph with a camera or tablet
- searching for information on the internet by watching the adults around me model this
- playing games on the interactive whiteboard
- watching a video clip
- listening to music
- listening to or reading stories on different devices (e-books)
- using age appropriate computer software
- local visits to the library (e.g. scanning barcodes to take books out)