top of page

Computing
Curriculum

SLS-23-05-17 MW 065.jpg

At South Lee Prep School, our approach to computing is firmly rooted in the principles of fun, creativity, collaboration, and problem-solving.

In a world where technology is advancing rapidly, our focus extends beyond mere technical proficiency. We emphasise the development of transferable skills that will serve our pupils throughout their educational journeys and beyond. We actively encourage them to embrace bold ideas, to experiment fearlessly, and to recognise that failures are stepping stones to progress.

As our pupils progress through their educational journey at our school, they gain increasing agency in shaping the curriculum. Our aim is to ignite their passions and captivate their interests while delivering a comprehensive program of study that not only meets the requirements of the National Curriculum but also extends well beyond it.

"Our motto is 'All have talent,'" and our computing curriculum is designed to provide each child with the opportunity to shine through a diverse range of exciting and engaging activities. We place particular importance on project-based learning, striving to offer pupils authentic audiences and meaningful purposes for their work.

Ensuring online safety is a cornerstone of our curriculum. We address this crucial aspect through dedicated lessons in PSHEE (Personal, Social, Health, and Economic Education) and computing classes, while also integrating it into our daily practices and routines.

Reception:

In the Early Years, screen time is kept to a minimum. Our primary focus is on nurturing essential skills through imaginative play and hands-on exploration. We incorporate activities that encourage "tinkering," such as constructing an imaginary robot from cardboard boxes, designing and building pirate ships using various materials, and embarking on treasure hunts guided by treasure maps.

Children in Reception also engage in activities that enhance their pattern recognition and problem-solving abilities, including hands-on experiences with basic robotics. They begin to explore the world of digital media by learning how to capture photos and record sounds. Additionally, they practice using a computer mouse to develop fine motor skills.

Year 1 & 2:

In Years 1 and 2, pupils deepen their understanding through a range of "unplugged" activities, such as creating dance routine algorithms, inventing secret handshakes, experimenting with cupcake recipes, and guiding human robots through obstacle courses. These activities often span multiple subjects, fostering connections with English, mathematics, science, geography, and more.

Collaborative work takes centre stage in the curriculum, helping pupils develop cooperative problem-solving skills and encouraging a growth mindset. Simple robotics are introduced to introduce physical computing concepts, allowing students to write and troubleshoot basic algorithms.

Within Key Stage 1, pupils begin to refine their typing skills and are introduced to fundamental features of word-processing software. They also explore the use of photos, videos, and audio recordings to produce various cross-curricular projects.

Year 3 & 4:

In Years 3 and 4, pupils become acquainted with block coding software, using algorithms to achieve specific outcomes and venturing into the world of game design. They build upon the foundations established in Key Stage 1, applying their understanding of sequencing, repetition, and selection to write computer programs. They also have the opportunity to share their projects with a wider audience.

Children gain familiarity with core Microsoft and Apple applications, using them for a range of purposeful projects with real-world applications. Cross-curricular connections are consistently emphasized, enriching pupils' comprehension and enjoyment.

At this stage, pupils acquire a basic understanding of computer systems and networks, and they begin to grasp how the "Internet of Things" can impact our lives, both positively and negatively.

Year 5 & 6:

In Years 5 and 6, students demonstrate increased independence in their coding abilities and embark on diverse projects that enable them to unleash their creativity, particularly in game design. Collaborative work and peer reviews become more prominent, as pupils share their programs with the broader community.

Programming extends to physical computing and intersects with STEM (Science, Technology, Engineering, and Mathematics). Children use Micro:Bit mini-computers to undertake various projects, including the creation of step-counting devices akin to "Fit-Bits."

Digital media manipulation encompasses filmmaking and editing, allowing pupils to explore the world of soundtracks through audio software.

Word processing, presentation, and spreadsheet software are further explored and reinforced across the curriculum. Touch-typing skills are honed, a valuable asset for their future endeavours in secondary school and university.

Year 7 & 8:

Years 7 and 8 grant pupils greater autonomy and responsibility in shaping the curriculum. While ensuring they meet essential teaching objectives, students are empowered to drive computing projects based on their interests and develop a sense of creative independence.

In programming, we transition from block-based to text-based coding, with students creating scripts using the Python programming language. Physical computing remains a cornerstone of the curriculum, encouraging students to devise real-world solutions to engineering challenges using Raspberry Pi microcomputers.

Digital media manipulation advances to include the production and editing of mini-documentaries, which are then shared via secure streaming platforms.

bottom of page