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  • Computing

    Computing

    Technology is everywhere and will play a central part in our children's lives. We teach them to use it positively, responsibly, creatively and safely, and to understand how it works, not just how to use it.

    Intent

    Why we teach computing

    Masters of technology, not slaves to it.

    This is our vision for every child at Sparken Hill Academy.

    In every unit, we ask the "why" behind the learning as well as the "how", and we encourage children to reflect on the impact technology has on their learning, their relationships and their wellbeing. Finding the right balance with technology is key to a good education and a healthy lifestyle, and it is a habit we want our children to carry into secondary school and beyond.

    Confident and independent

    Children use a wide range of tools and can choose the right tool for the task.

    Understanding how it works

    Children know how computers, networks and programs work, not just how to use them.

    Thinking critically

    Children know when AI and other digital tools are helpful, and when their own thinking matters most.

    Implementation

    How we teach computing

    From September 2026, we follow the Teach Computing Curriculum, written by subject experts for the National Centre for Computing Education (NCCE). It is a spiral curriculum: key ideas are revisited every year in greater depth, so children build securely on what they already know. Every class has a discrete computing lesson each week, and each year group studies six units, one per half-term.

    Four strands, revisited every year

    Computing systems and networks

    What computers are, how their parts work together, and how networks and the internet let us search, communicate and collaborate.

    Creating media

    Creating digital content: painting, photography, music, animation, video, desktop publishing, web pages and 3D models.

    Programming

    Designing algorithms and writing programs, from floor robots and ScratchJr to Scratch and physical devices.

    Data and information

    Collecting, organising and presenting data, from pictograms to databases, data logging and spreadsheets.

    Our units

    Units are taught by year group, so they are the same every year. Colours show each unit's strand.

    YearAutumn 1Autumn 2Spring 1Spring 2Summer 1Summer 2
    Year 1Technology around usDigital paintingMoving a robotGrouping dataDigital writingProgramming animations
    Year 2IT around usDigital photographyRobot algorithmsPictogramsMaking musicAn introduction to quizzes
    Year 3Connecting computersStop-frame animationSequencing soundsBranching databasesDesktop publishingEvents and actions in programs
    Year 4The internetAudio productionRepetition in shapesData loggingPhoto editingRepetition in games
    Year 5Systems and searchingVideo productionSelection in physical computingFlat-file databasesIntroduction to vector graphicsSelection in quizzes
    Year 6Communication and collaborationWebpage creationVariables in gamesIntroduction to spreadsheetsSensing movement3D modelling

    Foundation Stage

    In Nursery and Reception, children build the foundations for computing through play. They explore technology around them, give and follow simple instructions, use programmable toys such as Bee-Bots, and talk about how technology is used at home and in school.

    How children learn to program

    Lessons use practical, hands-on activities, "unplugged" tasks away from the screen, and plenty of talk, so that children can explain their thinking using the correct vocabulary. When learning to program, children read and understand code before they write their own:

    1. Predict

      Look at existing code and predict what it will do.

    2. Run

      Run the code to test the prediction.

    3. Investigate

      Explore how the code works, line by line.

    4. Modify

      Change the code to make it do something new.

    5. Make

      Design and write a program of their own.

    Computing skills are used across the curriculum too, for example designing a flood barrier in Tinkercad in Design and Technology.

    Online safety

    Keeping children safe online is a priority. Online safety is taught through our computing units and our PSHE curriculum, following the national framework Education for a Connected World. Children learn about:

    • Reputation and relationshipsManaging their online reputation and their relationships with others.
    • Recognising and reportingSpotting worrying content and knowing how to report it.
    • Protecting informationKeeping their personal information safe.
    • A healthy balanceBalancing screen time with other parts of a healthy life.
    Impact

    What children achieve

    Children's progress is assessed at the end of each unit against the knowledge they are expected to know and remember. By the time they leave Sparken Hill Academy, our children are confident, creative and responsible users of technology.

    Understanding technology

    They understand how computers and networks work, and can write and debug simple programs.

    Creative and capable

    They use a range of software to create, present and share their work.

    Safe and balanced

    Most importantly, they know how to keep themselves safe online and how to find a healthy balance with technology.

    Computing: Whole School Journey

    Masters of technology, not slaves to it.

    We follow the NCCE Teach Computing Curriculum. Each year group studies six units, one per half-term, revisiting the same four strands in greater depth every year. Follow the road from Reception to Year 6.

    Our four strands

    • 🖥️Systems and networks
    • 🎨Creating media
    • 🧩Programming
    • 📊Data and information
    Y6
    • Aut 1Communication and collaborationComputing systems and networks
    • Aut 2Webpage creationCreating media
    • Spr 1Variables in gamesProgramming
    • Spr 2Introduction to spreadsheetsData and information
    • Sum 1Sensing movementProgramming
    • Sum 23D modellingCreating media
    Y5
    • Aut 1Systems and searchingComputing systems and networks
    • Aut 2Video productionCreating media
    • Spr 1Selection in physical computingProgramming
    • Spr 2Flat-file databasesData and information
    • Sum 1Introduction to vector graphicsCreating media
    • Sum 2Selection in quizzesProgramming
    Y4
    • Aut 1The internetComputing systems and networks
    • Aut 2Audio productionCreating media
    • Spr 1Repetition in shapesProgramming
    • Spr 2Data loggingData and information
    • Sum 1Photo editingCreating media
    • Sum 2Repetition in gamesProgramming
    Y3
    • Aut 1Connecting computersComputing systems and networks
    • Aut 2Stop-frame animationCreating media
    • Spr 1Sequencing soundsProgramming
    • Spr 2Branching databasesData and information
    • Sum 1Desktop publishingCreating media
    • Sum 2Events and actions in programsProgramming
    Y2
    • Aut 1IT around usComputing systems and networks
    • Aut 2Digital photographyCreating media
    • Spr 1Robot algorithmsProgramming
    • Spr 2PictogramsData and information
    • Sum 1Making musicCreating media
    • Sum 2An introduction to quizzesProgramming
    Y1
    • Aut 1Technology around usComputing systems and networks
    • Aut 2Digital paintingCreating media
    • Spr 1Moving a robotProgramming
    • Spr 2Grouping dataData and information
    • Sum 1Digital writingCreating media
    • Sum 2Programming animationsProgramming
    YearR

    Reception: the journey starts with exploring technology through play, giving and following simple instructions, and programming Bee-Bots.