Computing at Priestsic
At Priestsic, we equip our children with the skills to be computer literate by the time they leave us. We do this by entwining the three strands of computing; computer science, information technology and digital literacy, throughout our curriculum. We aim for all children to have the skills needed to become active citizens of a digital world.
In Foundation and Key Stage 1, children are taught to create simple programs, with plugged in and unplugged devices, and debug them when errors arise, understand simple algorithms and can use technology safely and respectfully. We teach our children about being safe online in an ever-growing online world.
In Key Stage 2, children build on their skills by designing, writing and debugging programs that accomplish a set goal. They develop an understanding of computer networks, both locally, accessing and saving files, and worldwide using the internet. Children are taught to use the internet safely, to research topics and evaluate the effectiveness of digital content. Throughout the wider curriculum, children have the opportunity to present their work using a range of programs.
Safer Internet Day
We all explored the theme of taking control of our digital lives, exploring our online identity with the tag line 'Free to be Me'. We explored stories, took part in activities and games and watched clips online to develop our understanding of being safe online.
Upper Key Stage 2 have been applying our coding skills using crumble boards.
Google Be Internet Legends
We were very lucky to have an assembly by Google’s Be Internet Legends team, who enthused and taught Key Stage 2 about staying safe online.
Computing throughout the school
Here are examples of how we use technology through school as part of our computing curriculum.
Year 5 have started exploring the new Scratch 3 programme making sprites talk to each other and ask a question to the user! We even explored the new translate feature talking to each other in different languages.
Prime VR worked with Years 4 and 5 to demonstrate how virtual reality can bring the curriculum to life.