Primary Computing Curriculum
Primary Computing Curriculum
Primary Computing Curriculum
AT SCHOOL
E D U C AT E E N G A G E E N C O U R A G E
Computing in the
national curriculum
A guide for primary teachers
Computing in the
national curriculum
A guide for primary teachers
Foreword
Computers are now part of everyday life. For most
of us, technology is essential to our lives, at home
and at work. Computational thinking is a skill
children must be taught if they are to be ready for
the workplace and able to participate effectively in
this digital world.
The new national curriculum for computing has
been developed to equip young people in England
with the foundational skills, knowledge and
understanding of computing they will need for the
rest of their lives. Through the new programme
of study for computing, they will learn how
computers and computer systems work, they will
design and build programs, develop their ideas
using technology and create a range of content.
But what does this mean for primary schools?
How should school leaders be planning for the
new curriculum and how can teachers develop the
additional skills they will need?
The programme of study is expressed in precise
but perhaps unfamiliar language. This guide has
been written especially for primary teachers, to
demystify the programme of study for primary
schools. It will enable teachers to get to grips
with the new requirements quickly and to build
on current practice. It includes help for schools
with planning and gives guidance on how best to
develop teachers skills.
Every effort has been made to trace copyright holders and obtain their permission for
the use of copyright materials. The authors and publisher will gladly receive information
enabling them to rectify any error or omission in subsequent editions.
All facts are correct at the time of going to press. All referenced websites were correct at the
time this book went to press.
Text Computing at School.
Published 2013.
Author: Miles Berry.
Consultants: Amanda Jackson, Penny Patterson and Dave Smith of Havering School
Improvement Services.
Text design, Typesetting and Cover Design: Burville-Riley Partnership.
Photography: Ron Coello.
Computing at School are grateful to the following contributors: Phil Bagge, Andrea Carr, Emma
Davis, Graham Hastings, Lance G. Howarth, Simon Humphreys, Chris Mairs, Joe McCrossan, Simon
Peyton-Jones. Thanks to the children and teachers of Ringwood Infants School and Ringwood
Junior School, Ringwood, Abbotswood Junior School, Totton and Gordonbrock Primary School,
Lewisham.
We would like to acknowledge and thank ARM Holdings and Raspberry Pi Foundation for their
kind financial support without which the production of this guide would not have been possible.
Contents
Introduction
Getting started
Subject knowledge
Key stage 1
Key stage 2
Planning
Starting with the programme of study
Starting with projects
Using a pre-written scheme of work
Using a pupil-centred approach
Resourcing
Teaching
Technologically enhanced learning
Inclusion
Gifted and talented pupils
Informal learning
Assessment
Formative assessment
Summative assessment
Concluding remarks
Glossary
Resources
Background
Subject knowledge
Teaching resources and ideas
Media
Support
Background
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INTRODUCTION
Introduction
The 2014 national curriculum introduces a new
subject, computing, which replaces ICT. This
represents continuity and change, challenge
and opportunity. It gives schools the chance to
review and enhance current approaches in order
to provide an even more exciting and rigorous
curriculum that addresses the challenges and
opportunities offered by the technologically rich
world in which we live.
Computing is concerned with how computers
and computer systems work, and how they are
designed and programmed. Pupils studying
computing will gain an understanding of
computational systems of all kinds, whether
or not they include computers. Computational
thinking provides insights into many areas of the
curriculum, and influences work at the cutting
edge of a wide range of disciplines.
Why is computational thinking so important? It
allows us to solve problems, design systems, and
understand the power and limits of human and
machine intelligence. It is a skill that empowers,
and one that all pupils should be aware of and
develop competence in. Pupils who can think
computationally are better able to conceptualise,
understand and use computer-based technology,
and so are better prepared for todays world and
the future.
Computing is a practical subject, in which
invention and resourcefulness are encouraged.
The ideas of computing are applied to
understanding real-world systems and creating
purposeful products. This combination of
principles, practice and invention makes
computing an extraordinarily useful and intensely
creative subject, suffused with excitement, both
visceral (it works!) and intellectual (that is so
beautiful).1
The focus of the new programme of study
undeniably moves towards programming and
other aspects of computer science. Programming
has been part of the primary national curriculum
right from the start, as control or sequencing
instructions, although this has too often been
overlooked or treated superficially.
Adapted from A Curriculum Framework for Computer Science and Information Technology:
www.computingatschool.org.uk/data/uploads/Curriculum%20Framework%20for%20CS%20and%20IT.pdf
1
GETTING STARTED
Getting started
As with other subjects in the new national
curriculum, the programme of study document
for computing2 begins with a brief introduction.
It presents the subject as one lens through which
pupils can understand the world. There is a focus
on computational thinking and creativity, as well
as opportunities for creative work in programming
and digital media.
The introduction also makes clear the three
aspects of the computing curriculum: computer
science (CS), information technology (IT) and
digital literacy (DL).
The core of computing is computer science,
in which pupils are taught the principles of
information and computation, how digital systems
work and how to put this knowledge to use
through programming. Building on this knowledge
and understanding, pupils are equipped to use
information technology to create programs,
systems and a range of content. Computing also
ensures that pupils become digitally literate able
to use, and express themselves and develop their
ideas through, information and communication
technology at a level suitable for the future
workplace and as active participants in a digital
world.
See www.gov.uk/government/publications/nationalcurriculum-in-england-computing-programmes-of-study/
national-curriculum-in-england-computing-programmes-ofstudy
2 and 3
GETTING STARTED
KS1
Understand what algorithms are; how
they are implemented as programs on
digital devices; and that programs execute
by following precise and unambiguous
instructions
CS
KS2
Design, write and debug programs that accomplish specific goals,
including controlling or simulating physical systems; solve problems
by decomposing them into smaller parts
Use sequence, selection, and repetition in programs; work with
variables and various forms of input and output
Use logical reasoning to explain how some simple algorithms work and
to detect and correct errors in algorithms and programs
Understand computer networks including the internet; how they can
provide multiple services, such as the World Wide Web
Appreciate how [search] results are selected and ranked
IT
DL
SUBJECT KNOWLEDGE
Subject
knowledge
Key stage 1
Understand what algorithms are; how
they are implemented as programs on
digital devices; and that programs execute
by following precise and unambiguous
instructions
An algorithm is a precisely defined procedure
a sequence of instructions, or a set of rules, for
performing a specific task (e.g. instructions for
changing a wheel or making a sandwich). While
all correct algorithms should produce the right
answer, some algorithms are more efficient than
others. Computer scientists are interested in
finding better algorithms, partly out of intellectual
curiosity, and partly because improvements in
algorithms can result in massive savings in terms
of both cost and time.
Computer programs, like algorithms, are
comprised of sets of rules or instructions, but
they differ in that they need to be written in a
precise language a computer can understand.
A computers central processor understands a
very limited set of simple instructions written in
machine code. Very few programmers work at
this level, so computer scientists have developed
programming languages, which sit somewhere
between the ideas in the algorithm and the
computers machine code.
A programmer can turn an algorithm into code
using a programming language that has
enough in common with the English
language to make it easy to
read, remember and write. The
programming language takes
care of the minute details, like
how to do multiplication or
where data should be stored
in the computers memory,
which means the programmer
can focus on the big picture.
SUBJECT KNOWLEDGE
SUBJECT KNOWLEDGE
See www.ceop.police.uk
See www.thinkuknow.co.uk/teachers/
SUBJECT KNOWLEDGE
Key stage 2
Design, write and debug programs that
accomplish specific goals, including controlling
or simulating physical systems; solve problems
by decomposing them into smaller parts
The focus on algorithms at key stage 1 leads pupils
into the design stage of programming at key stage 2.
Algorithms are the necessary start of the process
of creating working code, and identifying the steps
needed to solve any problem is essential.
Splitting problems into smaller parts is part of
computational thinking. For example, designing
a game in Scratch will involve thinking about
algorithms, programming, drawing sprites and
backgrounds, making animations, and even
composing music or recording sound effects.
We think of computers as boxes with keyboards,
mice and displays, but built-in computers (or
embedded control systems) are an increasingly
significant application of information technology.
Pupils can gain valuable insights into how
computers are used to monitor and control realworld systems by using sensors, switches, motors
and lights. Computers also make it possible to
explore real-world situations that would be too
difficult, too expensive or too dangerous to create
in real life.
10
SUBJECT KNOWLEDGE
See www.makeymakey.com
11
SUBJECT KNOWLEDGE
12
SUBJECT KNOWLEDGE
13
PLANNING
Planning
How can we turn the requirements of the
programme of study into engaging lessons?
Here are four things to keep in mind.
The programme of study is a minimum
entitlement theres nothing that imposes any
limits on what schools, teachers or pupils can
cover in computing.
The programme of study is not a scheme of
work its up to you, as a school, to determine
how you cover this content, in what order, in
what contexts and with what resources.
Schemes of work are not lesson plans that
level of planning comes later, with the ideas for
each unit of work getting translated into the
detail of specific objectives, resources, activities
and assessment.
There is a far greater focus now on learning
about computers and computation, not simply
learning how to use technology.
The opportunity to do something really creative
is there for the taking. A number of strategic
decisions need to be made before work can
properly begin on developing a scheme of work
for computing, and it would be wise to consult
with stakeholders and potential partners before
committing to any one path. Youll need to
consider the following areas.
Discrete or embedded? There were strong
arguments for adopting an embedded approach
to the old ICT programme of study, in which ICT
capability was covered in meaningful contexts
derived from other subject areas.
See https://github.com/
11
14
PLANNING
15
PLANNING
See http://community.computingatschool.org.uk/door
See http://tryruby.org/levels/1/challenges/0
14
See www.codecademy.com
15
See www.khanacademy.org/science/computer-science
12
13
Using a pre-written
scheme of work
It is likely that various organisations and
individuals will develop schemes of work for the
new computing curriculum. Its perhaps preferable
to think in terms of adapting, rather than
adopting, schemes of work developed by others,
whether commercial or otherwise. A sensible
approach would be to use an existing plan as a
starting point, and then edit it so that it draws on
the expertise and enthusiasm of your colleagues,
fits well with other areas of your curriculum,
makes use of the resources you have and, vitally,
appeals to your pupils.
The internet, of course, makes it easy to
collaborate on documents, so theres no need
to do all this planning on your own. Joining with
like-minded colleagues in a local network, via
a subject association, or in informal groups via
Twitter or other social networks, will allow you
to draw on others insights and experience, and
your contribution may impact on pupils learning
beyond your own school. The Computing at School
(CAS) Community12 is a good resource either
online or through its network of local hubs.
Using a pupil-centred
approach
One way of going about this might be to develop a
set of modular projects for pupils to choose from,
structured so that there is a clear progression
from easier to harder projects.
Another pupil-centred method would be to use an
enquiry-based approach at the beginning of each
half-termly unit: briefing pupils on the overall
topic, and then establishing what they already
know and what theyd like to find out. The unit
can then be planned in detail around areas of
particular interest to pupils.
There are ample resources available to support
a more independent approach to learning
computing. Scratch and Kodu have vibrant user
communities; online interactive tutorials provide
an introduction to programming languages such
as Ruby13 and Javascript,14 and there are many
tutorials and walkthroughs on Khan Academy15
and YouTube.
16
RESOURCING
Resourcing
Alongside any curriculum development work,
some thought needs to be given to providing the
resources necessary for teaching. Despite the
opportunity to use resources like the excellent
materials provided by New Zealand-based CS
Unplugged,16 you will probably need a set of
computers for teaching computing. Generalpurpose laptops and desktops are ideal, and it
really doesnt matter if youre using Windows PCs
or Macs, or even Linux, for the primary computing
curriculum. The Raspberry Pi offers a great
platform for programming and developing pupils
understanding of networks and the web.
For many activities, pupils may need access to
the internet, particularly the web. Youll need
to make sure the usual safeguards are in place,
but Ofsteds recommendation17 is not to be too
restrictive; they advocate a managed, rather than
a locked down, approach. They recommend that
pupils need to learn how to use technology safely,
respectfully and responsibly, not to have their
responsibility for this taken on by others.
See www.csunplugged.org
See www.ofsted.gov.uk/sites/default/files/documents/surveysand-good-practice/t/The%20safe%20use%20of%20new%20
technologies.pdf
18
See http://antsict.wordpress.com/2013/02/23/codingcomputer-science-and-ipads-my-current-view/ for a good
overview.
19
See http://snap.berkeley.edu/snapsource/snap.html, a close
variant of Scratch.
16
17
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TEACHING
Teaching
Seymour Papert (1928) is seen by many as the
pioneer of computing in schools. He is probably
best known as the co-developer of the Logo
programming language in the late 1960s.
Logo introduced the idea of turtle graphics,
in which a computer-controlled robot turtle,
equipped with a pen, moves, turns and draws
to make shapes on paper. A child who is
programming Logo can define their own words
(procedures) so, for example, the turtle could
be programmed to make a square by giving the
command, Move forward and turn 90 four times.
Papert saw Logo as more than a programming
language, though; he believed it was a powerful
tool for pupils to develop their thinking skills.
I began to see how children who had learned
to program computers could use very concrete
computer models to think about thinking and to
learn about learning and in doing so, enhance their
powers as psychologists and as epistemologists.20
Insights such as this lie at the heart of the changes
in the curriculum from ICT to computing. Many
teachers may recall Logo from their own school
days, and Logo was a key influence on Scratch,
which was developed by one of Paperts PhD
students.
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TEACHING
19
TEACHING
Technologically
enhanced learning
There are many high-quality, often interactive,
resources available via the web to support pupils
learning in computing.
Typing error messages into a search engine will
often give a pointer towards a solution, and
provide some opportunity for just-in-time
learning in the process.
YouTube hosts countless walkthrough tutorials
for a wide variety of software packages, including
programming toolkits such as Scratch. Your pupils
might add their own.
Wikipedia23 provides comprehensive coverage of
computing topics and links for further study, as
well as promoting a more thoughtful evaluation
of online information and a potential audience for
pupils own contributions.
There are plenty of opportunities for pupils to
seek help, get feedback, provide support to others
and share their work with an audience beyond the
classroom through your school learning platform,
web space provided by your local authority or
regional broadband consortium, and online
communities based around particular software.24
Pupils can put into practice what they know
about using technology safely, respectfully and
responsibly, as well as developing these skills in an
immediately meaningful context.
Communities like these feature prominently in the
work of computing professionals, many of whom
are generous in sharing their work, expertise and
experience.25
Inclusion
The digital divide
It is important to help pupils realise that access to
technology can bring benefits and power, but that
not everyone has easy access. Lack of access to
technology can disadvantage particular groups or
individuals within society.
20
TEACHING
Informal learning
There is scope for pupils to learn more about
computing for themselves outside of school, and
it would be good to encourage and celebrate this
in school.
Many of the resources suitable for teaching
computing in school are available free for pupils to
use at home if they have a computer of their own.
Many schools have set up Code Clubs, often with
external support, perhaps through someone
working in the information technology industry.
Code Club27 make available carefully constructed
resources and plans, and help manage DBS
clearance for volunteers wanting to help schools
in this way.
See www.codeclub.org.uk
27
21
ASSESSMENT
Assessment
Formative assessment
There are certainly some challenges to assessing
computing.
Its hard for teachers to judge pupils knowledge
and understanding based on the outcomes of
practical tasks alone.
If pupils work collaboratively, it can be hard to
identify each individuals contribution.
If the teaching of computing is embedded in
other subjects, its often difficult to separate
attainment in computing from that in the host
subject.
Despite these challenges, the assessment for
learning (AfL) techniques that youre familiar with
in other subjects still apply. Lets look at some of
the AfL approaches and consider how they can be
applied to computing.
Self-assessment: The curriculum expects
pupils to debug their own programs, use
logical reasoning to explain simple algorithms
(including their own), and detect and correct
errors in both algorithms and programs.
One way to encourage self-assessment is for
pupils to maintain a blog or video log of their
work in computing, incorporating a reflective
commentary alongside examples of what
theyve done.
Peer-assessment: The ideas for self-assessment
suggested above translate naturally into peerassessment, with pupils working with a partner
to review, and help correct, algorithms and
programs, or providing critical, constructive
feedback on digital content. Methods used
by professional software developers, such as
programming in pairs28 and reviewing code,
translate easily into the classroom. Online
feedback and discussion, whether in the Scratch
community or on pupils blogs, also facilitate
peer-based assessment.
Open questioning: Pupils knowledge of the
concepts covered by the programme of study
may not be immediately apparent in the
work they produce. The use of open
questioning is one way in which you can both
assess and develop their grasp of concepts.
22
ASSESSMENT
Summative assessment
National curriculum assessment has undergone
considerable change for the new framework.
The national curriculum review expert panel
recommended that:
Attainment Targets in the presently established
level descriptor form should not be retained.30
23
ASSESSMENT
24
ASSESSMENT
CS
Understand what algorithms are
Create simple programs
IT
Use technology purposefully to create
digital content
Use technology purposefully to store
digital content
DL
Use technology safely
Keep personal information private
Recognise common uses of information
technology beyond school
Collect information
Present information
Design programs that accomplish specific
goals
Analyse information
Evaluate information
Recognise acceptable/unacceptable
behaviour
Collect data
Present data
Analyse data
Evaluate data
Design and create systems
25
CONCLUDING REMARKS
Concluding
remarks
This is a really exciting time to be a pupil at
primary school. The opportunities that advances
in technology will bring to your pupils as they
grow up are hard to imagine. The curiosity,
creativity and courage that you nurture in them
now should endure as they move on through
education and into adult life. To exploit fully the
opportunities that current and future technology
offers them, pupils will draw on the understanding
of computing you provide them with, as well as
confidence gained through working on a range
of meaningful projects throughout their primary
education.
Its a really exciting time to be a primary school
teacher, too. Dont be daunted by the changes in
the move from ICT to computing. Rather, see this
as an opportunity to develop your own knowledge
about computing and to learn to program, if
youve never had the chance before. Although
this might sound like hard work, its actually
great fun. Youll find that you make better use of
the technology you have at home and in school,
and also that you start to think a bit differently,
looking at systems and problems in the same way
a computer scientist does.
26
GLOSSARY
Glossary
algorithm an unambiguous procedure or precise
step-by-step guide to solve a problem or achieve a
particular objective.
computer networks the computers and the
connecting hardware (wifi access points, cables,
fibres, switches and routers) that make it
possible to transfer data using an agreed method
(protocol).
control using computers to move or otherwise
change physical systems. The computer can be
hidden inside the system or connected to it.
data a structured set of numbers, representing
digitised text, images, sound or video, which can
be processed or transmitted by a computer.
debug to detect and correct the errors in a
computer program.
digital content any media created, edited or
viewed on a computer, such as text (including the
hypertext of a web page), images, sound, video
(including animation), or virtual environments,
and combinations of these (i.e. multimedia).
information the meaning or interpretation given
to a set of data by its users, or which results from
data being processed.
input data provided to a computer system, such
as via a keyboard, mouse, microphone, camera or
physical sensors.
internet the global collection of computer
networks and their connections, all using shared
protocols (TCP/IP) to communicate.
logical reasoning a systematic approach to
solving problems or deducing information using
a set of universally applicable and totally reliable
rules.
output the information produced by a computer
system for its user, typically on a screen, through
speakers or on a printer, but possibly though the
control of motors in physical systems.
27
RESOURCES
Resources
Background
Computing at School Working Group, Computer
Science: A Curriculum for Schools (Cambridge,
2012), available at: www.computingatschool.org.
uk/data/uploads/ComputingCurric.pdf
The Royal Society, Shut Down or Restart? The Way
Forward for Computing in UK Schools (London,
2012), available at: http://royalsociety.org/
uploadedFiles/Royal_Society_Content/education/
policy/computing-in-schools/2012-01-12computing-in-Schools.pdf
Rushkoff, D., Program or be Programmed: Ten
Commands for a Digital Age (OR Books, 2009).
Teaching Agency, Subject Knowledge
Requirements for Entry into Computer Science
Teacher Training (London, 2012), available at:
http://academy.bcs.org/sites/academy.bcs.org/
files/subject%20knowledge%20requirements%20
for%20entry%20into%20cs%20teacher%20
training.pdf
Subject knowledge
Armoni, M. and Ben-Ari, M., Computer Science
Concepts in Scratch (Michal Armoni and Moti BenAri, 2013).
Bentley, P.J., Digitized: The Science of Computers
and How it Shapes our World (Oxford University
Press, 2012).
Berners-Lee, T., Answers for Young People,
available at: www.w3.org/People/Berners-Lee/
Kids.html
Blum, A., Tubes: Behind the Scenes at the Internet
(Penguin, 2013).
Brennan, K. and Resnick, M., New frameworks
for studying and assessing the development of
computational thinking (2012), available at:
http://web.media.mit.edu/~kbrennan/files/
Brennan_Resnick_AERA2012_CT.pdf
Computing at School, The Raspberry Pi Education
Manual (CAS, 2012), available at: http://pi.cs.
man.ac.uk/download/Raspberry_Pi_Education_
Manual.pdf
Papert, S., Mindstorms: Children, Computers, and
Powerful Ideas (Basic Books, 1993).
Petzold, C., Code: The Hidden Language of
Computer Hardware and Software (Microsoft
Press, 2009).
28
RESOURCES
Teaching resources
and ideas
Media
29
SUPPORT
Support
Computing at School (CAS), as the subject
association for computer science, has been a
key influence on the development of the new
computing curriculum. CAS has a vibrant support
community, including members from industry and
from all phases of education. Theres a dedicated
forum for members in primary education, and
many local and regional events. See
www.computingatschool.org.uk for more
information or to join (free membership).
Naace is the ICT association concerned with
advancing education through the use of
technology, both within and beyond the
computing curriculum. Naace members share a
vision for the role of technology in transforming
learning and teaching. Its members include
teachers, school leaders, advisors and consultants
working within and across all phases of UK
education. Membership requires an annual
subscription but many resources are available
free: see www.naace.co.uk
CAS has worked in collaboration with the British
Computer Society (BCS) to establish a Network
of Teaching Excellence in Computer Science.
The network coordinates and provides training
opportunities for serving and trainee teachers.
The initiative is supported by the DfE, OCR
(examination board), CPHC (Council of Professors
and Heads of Computing), Microsoft and Google.
The programme aims to build a high-quality,
sustainable CPD infrastructure at low cost by
nurturing long-term collaboration between
employers, universities, professional bodies,
schools and teachers: see
www.computingatschool.org.uk/index.php?id=noe
Many local authorities and CLCs (City Learning
Centres) provide support and advice for schools
and teachers on all aspects of the curriculum,
including computing. Contact your local advisors
or consultants for details of events and support in
your area.
Twitter is a great informal source of ideas
and advice once youve built up a useful list of
contacts. The CAS Twitter account: @compatsch,
its followers: https://twitter.com/CompAtSch/
followers and those it follows: https://twitter.
com/CompAtSch/following may be helpful in
developing your own personal learning network.
30
BACKGROUND
Background
Looking back at the last thirty years or so of
computers in primary schools, there are two quite
distinct threads: learning about computers and
learning with computers. While this publication
and the computing programme of study are
concerned with the former, the latter has a
crucial role in teaching and learning in the third
millennium.
In the earliest days of BBC Micros in primary
schools, creative programmers (many of them
teachers) developed highly engaging educational
software, from simple programs to practise
arithmetic and spelling, through simulations and
rudimentary virtual worlds, to tools to think with
such as Logo. At the same time, a growing number
of pupils were being bought home computers,
mainly as games consoles, and dabbling with
typing in and debugging (correcting) lines of code.
While programming or control was an intrinsic
part of the first national curriculum (1990), in
which Information Technology Capability formed
part of Technology as a subject, there was
already reference to using software applications
for tasks such as creating databases, wordprocessing, presenting work and modelling.
In most schools, for much of the following two
decades, ICT (as the subject became known in
31
BACKGROUND
32
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