Computing

Heathfield Curriculum Intent

The children at Heathfield are provided with a an inter connected curriculum that promotes meaningful connections between concepts and knowledge (Heathfield Head), develops genuine and robust character traits to prepare children for life in the modern world (Heathfield Heart) and opportunities for children to use and apply their Head and Heart to answer learning questions (Heathfield Hands) resulting in knowledgeable, physically and mentally healthy children that achieve their potential and have a solid foundation to become lifelong learners.

 

Learning together; Learning for life

Computing Curriculum at Heathfield
 
At Heathfield, computing is a key driver to equip our children to use computational thinking and creativity to understand and change the world. Our computing curriculum uses the deep links with mathematics, science, and design and technology. The core of computing is computer science, in which our children are taught the principles of information and computation, how digital systems work, and how to put this knowledge to use through programming. Computing also ensures that our children become digitally literate - able to use, and express themselves and develop their ideas at a suitable level for the future workplace and as active participants in a digital world.
Key Concepts
 
At Heathfield we have designed our curriculum through Heathfield Head, Heart and Hands. For each aspect, we have identified key concepts that feed through each year group. This gives our children the opportunity revisit concepts and apply creatively. Our concepts prepare our children for the modern world and learning for life.
iLearn2
 
At Heathfield we use iLearn2 to embed computing and digital skills across the curriculum. 
 
Intent
 

The intent of iLearn2 is to help pupils become independent, creative, safe, respectful, and problem-solving digital citizens with a broad and transferrable skillset. iLearn2 makes computing fun for pupils, inspiring them to develop skills beyond the classroom and building an awareness of all the opportunities the subject provides.

 

Implementation

 

iLearn2 includes activity packs with step-by-step, easy-to-follow video tutorials and challenges for both pupils to access.

This has many advantages including:

  • Pupils can learn computing skills at their own pace, developing independent learning skills with opportunities to continually review and revisit the skills covered.
  • The pupil activity codes help teachers provide pupils with specific activities, meaning pupils can access resources and content suitable for their individual abilities and needs.
  • The pupil activity packs are available across Key Stage 1 and 2. Key Stage 1 pupils learn how to apply the skills they learn in the tutorials to their own work. Key Stage 2 pupils apply and develop the skills they learn in the tutorials into their own projects, independently improving and evaluating their work.

Impact

 

Each iLearn2 activity pack includes different resources to capture and track pupil learning:

  • Access to ‘unplugged’ challenge sheets/cards for pupils to demonstrate their understanding of key vocabulary and the application of skills.
  • Advice and tutorials that cover how pupils can save their work or, in some cases, how it can be captured in the software being used. 
 
The activity packs often ask why and how could a project be improved/adapted, both through class/group discussion and independent critical thought. This helps pupils reflect on the development of their computing skills to apply their knowledge, solve problems, stay safe and respect others.
Knowledge Mats
 
The knowledge mats are used throughout the children's learning in class and at home.
 
CS - Computer Science
DC - Digital Citizenship
DL - Digital Literacy
IT - Information Technology
Retrieval Practise
 
At the start of each Computing unit, the children retrieve what they learned in the same unit in previous year groups. At the end of each unit, children retrieve what they have learned throughout that unit. A few weeks later, or on Pause and Reflect days, the children complete a short quiz on each of the computing units they have done. 
Assessment
 
Computing is assessed during and at the end of each of the computing units. This may be done through questioning or tasked assessed during each unit. At the end of each unit, teachers update an assessment tracker to show whether a child is working below age related expectations, at age related expectations or above age related expectations.
 
Pupil voice is also used to assess knowledge and progress in computing.