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Computing Curriculum

At Somerleyton School we embrace the latest computer technology in our teaching and learning

 

Computing Curriculum Map Keystage 1 - 2016

Computing Curriculum Map Keystage 2 - 2016

 

CLASS 3 

 

In computing, Class Three have been exploring the world of robotics. Using their knowledge of programming and creating scripts, the children had to design, construct and program robots to complete a range of tasks. For example, they had to create a robot that could detect and avoid objects, using motion sensors. 

 

Class Three have also been introduced to 3D programmings, building on the knowledge and skills they learnt last term. Using a program called Alice, the children designed and created simple programs, using all three dimensions.

 

Class Three have been thinking about E-Safety. We created online games using Scratch to teach younger children about how to stay safe online. We wanted to make sure they understood what to do and what they should watch out for when using the internet. 

These are some examples:

 

Simply press the green flag to start playing!

 

CLASS 2 

 

Class 2 have been exploring 2D programming. They have created a range of simple programs, each designed to develop different computing skills (movement, design, creating simultaneous algorithms). 

Class 2 have also been using ICT to create pieces of art, focusing on creating perspectives. 

 

 

 

CLASS 1

Class 1 have been introduced to basic programming, using software such as Scratch Jr, Lightbot and Daisy the Dinosaur to create a range of simple programs. 

Being introduced to computing in KS1 is an excellent introduction to skills that are fundamental later on in the school. When computing, children become more resilient and develop a greater understanding of problem solving, as they need to work out bugs in their algorithms and think of different ways to fix them. 

Early Years 

Early Years have been using an incredible piece of computing software called OSMO. Using physical blocks, they are able to create basic programs to complete simple tasks and are even beginning to sequence several instructions at the same time. 

 

 

 

 

 

 

 

 

 

 

 Archive 

Programming - Class 3 creating games that help younger children learn their tables. 

Here are three examples from Myrinda, Adam and Charley. 

Teaching French

We use Scratch (programming software) to create language programs. The aim was to create a lesson to help people who do not understand or know any French to become familiar with the language. 

Here are some examples of what we created.