Computing Curriculum
The Computing curriculum is designed to help our children meet the challenges of the digital world. Our statement can be downloaded below. The curriculum is split into three areas:
Computer Science (CS) This is the largest area of the curriculum and aims to develop children's computational thinking skills (the ability to solve problems). It starts with simple algorithms (sets of instructions), programming simple toys such as BeeBots, block based programming using Scratch Junior and Scratch 3.0, thorugh to text based programming using langauges such as Python.
Information Technology (IT) Information technology is the 'How things work' part of the curriculum. Children will identify the parts of a computer and learn then difference between input and output devices. They will look at how the we can communicate over vast distances using networks and the Internet.
Digital Literacy (DL) This part of the curriculum is designed to develop children into good digital cititzens and play a positive part in the digital world. A large part of DL includes eSafety (which is also part of the PSHE curriculum) and how to behave online.
STEM (Science Technology Engineering and Mathematics)
To enrich the currciulum and offer children some unique learning opportunities we try, where we can, to include a STEM project for the children to take part in as part in. Not soley associated with Computing, but a great way to engage the children in a real life challenge making the learing contextual. STEM projects often add an element of ART and become STEAM.
Year 5 Environmental STEM Project
This term the children embarked on a STEM challenge with an environmental focus. The challenge was based on the MicroBit Educational Foundations 'Do Your Bit' UN Global Goals Challenges. We chose 'Healthy Oceans' as it is a subject close to home and one that the children are passionate about.
To prepare for the challenge, we looked at how important the oceans are to our planet and then set about the task in hand, which was to to design an Ocean Monitoring Buoy.
The buoy would be fitted with sensors and record the health of the Oceans by measuring things like temperature, CO2 levels, direction etc. The children then had to draw a plan and build a model that would be waterproof, float and contain a working MicroBit (a small programmable computer).
The MicroBit had to be programmed to transmit sensor data via Bluetooth to another MicroBit, simulating a land based receiving station. Using onboard senors, the MicroBit can detect temperature, movement and direction, so these were chosen and we had several lesson covering the use of these. Of these senors, the children had to choose one, two or all three of them and code thier transmitting MicroBit to send the chosen data.
Once built and coded, the children's models were to be tested in an ocean simulator (a water tank) during the last week of term. Sadly, as all the Year 5's had to isolate for the last week of term, this had to be cancelled. Fear not, Mr Harvey managed to arrange for all of the models to be collected and taken to his house where the test could take place and be recorded for prosperity! Check out the results below.
Ocean Monitoring Buoy Models
Here are some pictures showing a selection of the children's model buoys.
Ocean Simulator Testing
Here is the video showing how they held up to testing in then ocean simulator (paddling pool)
Useful Apps / Web Based Apps
Scratch Jnr Scratch Jnr is the little sibling of Scratch. It is a block based drag and drop application designed to develop childrens coding skills. You can create animated stories, adventures, make music and have lots of fun, the world is your imagination.
Scratch 3.0 Scratch 3.0 is the latest version of the hugely popular block based programming language. It is the older sibling of Scratch Jnr and is a lot more powerful. All chidren in Y2 - Y6 have thier own Scratch accounts. All children should have thier account details in either thier Home Work books, or for Y2 and Y3, in thier Computing books. If your child cannot remember, or does not have their account details then please email Mr Harvey (bharvey@caen.devon.sch.uk). Being web based it is multi platform compatible. It should also work on touch screen devices such as Android and Apple tablets (see here for more info on touch screens)
Python The best place to start would be a tutorial. Hour of Python has a whole series of tutorials to help understand the basics. So before you start, or as a reference to look back at if you cannot figure out how to do something, have a look at the tutorials.
Useful Web Sites
Code-it.co.uk (KS2) a wealth of information for computing lessons, many of which are incorporated into our schools computing curriculum.
Code For Life - Rapid Router (KS1) a great series of block based programming challenges that increase in complexity.
Code.org - Star Wars (KS1) similiar to Code For Life's Rapid Router but with a Star Wars theme.
Code Club Projects hundreds of projects covering a range of software and hardware to keep you occupied.
Scratch 3.0 (KS1 / KS2 / KS3) Information on the left hand column.
Python- Trinket.io (Upper KS2) An online programming environment. You will need to sign up for a free acccount.
https://create.withcode.uk/ a great online coding environment, you can create programs and save them, using the tools in the bottom RH corner. You do not need an account to start.
Hour of Python (Upper KS2) A great set of tutorials to help you most aspects of Python
Dr Chips Daily STEM (KS1 / KS2) A daily live YouTube broadcast (or watch on catch up) of fun activitities you can do at home. Making and learning, using easiliy available resources (pens, pencils, paper, recycling).