Applying Computing in D&T at KS2 and KS3:: The 2014 National Curriculum Requirements
Applying Computing in D&T at KS2 and KS3:: The 2014 National Curriculum Requirements
It explains in general terms how the two subjects are related and then focuses
on the application of computing in design and technology to program and
control physical systems in KS2 and KS3.
Points of overlap between the two subjects in the 2014 National Curriculum
requirements
A rationale for linking computing and D&T in order to teach programming and
control
Design 3
Purpose
User – pupils should have a clear idea of who they decisions
2
Applying Computing in D&T at KS2 and KS3: the 2014 National Curriculum requirements 4
5 Royal Academy of Engineering
National Curriculum requirements
The 2014 National Curriculum requires schools to link computing with D&T. The Purpose of Study for each
subject makes this clear:
Applying Computing in D&T at KS2 and KS3: the 2014 National Curriculum requirements 6
Computing
A high-quality computing education equips pupils At KS2 pupils should:
to use computational thinking and creativity to
understand and change the world. Computing ‘design, write and debug programs that
has deep links with mathematics, science, and accomplish specific goals, including controlling or
design and technology, and provides insights simulating physical systems; solve problems by
into both natural and artificial systems. The decomposing them into smaller parts’
core of computing is computer science, in which
pupils are taught the principles of information and ‘work with various forms of input and output’
computation, how digital systems work, and how to
‘use logical reasoning to explain how some simple
put this knowledge to use through programming.
algorithms work and to detect and correct errors in
Building on this knowledge and understanding,
algorithms and programs’
pupils are equipped to use information technology
to create programs, systems and a range of content. ‘design and create a range of programs, systems
Computing also ensures that pupils become digitally and content that accomplish given goals’
literate – able to use, and express themselves
and develop their ideas through, information and At KS3 pupils should:
communication technology – at a level suitable for
the future workplace and as active participants in a ‘design, use and evaluate computational
digital world. abstractions that model the state and behaviour
In the Subject Content for Computing there are of real-world problems and physical systems’
requirements related to D&T. ‘use two or more programming languages, at
At KS1 pupils should: least one of which is textual, to solve a variety of
computational problems; make appropriate use
‘generate, develop, model and communicate of data structures; design and develop modular
their ideas through … where appropriate, programs that use procedures or functions’
information and communication technology’
‘understand simple Boolean logic and some of its
‘understand what algorithms are; how they are uses in circuits and programs’
implemented as programs on digital devices;
‘understand the hardware and software
and that programs execute by following precise
components that make up computer systems, and
and unambiguous instructions’
how they communicate with one another and with
‘create and debug simple programs’ other systems’
make sense to pupils, enabling them to make connections between topics and
subjects and see the bigger picture
As part of everyday life, pupils come into contact with hi-tech products that are
controlled by computers, including embedded microprocessors. Both computing
and D&T should build on these experiences if they are to prepare pupils
adequately for later life.
Applying Computing in D&T at KS2 and KS3: the 2014 National Curriculum requirements 8
9
Image courtesy
Royal of of
Academy Data Harvest
Engineering
Examples of programming and
physical control
Example of effective teaching and Example of effective teaching and
learning in KS1: learning in KS2:
In computing, Y1 pupils are introduced to a In computing, Y5 pupils are given a challenge to
programmable toy, such as the Bee-Bot. They create an automated night light for a younger
are first given an opportunity to find out how child. They design an algorithm, perhaps drawing
the toy works by tinkering with it, using logical a set of labelled diagrams or storyboard of
reasoning to build an understanding of how what the night light will do. They then use their
the programming language for the toy works. algorithm to create an on-screen prototype.
They are then given a challenge to solve, such They use a block-based programming language,
as requiring the toy to navigate between two such as Scratch, to write and debug their
places. Pupils then create an algorithm to solve prototype. In doing this they learn how to design,
the challenge, e.g. move forward 2, right turn, write and debug programs using sequence,
move forward 3. The algorithm is much like a selection ‘if… then’ statements, and repetition.
plan. Pupils test out their algorithm by physically They then use what they have learned from
their prototype to modify their algorithm and
tracing out the route, predicting what will
use their improved design to help them build a
happen. They then use their algorithm to help
physical system. For example, they might use a
them actually program the toy. They use the keys
Crumble interface, which uses a Scratch-inspired
on the toy to program the commands e.g. fwd
programming language to connect, program
command, fwd command, right command, fwd
and control input devices such as switches and
command, fwd command, fwd command. When
sensors, and output devices such as bulbs and
the program runs, pupils debug the program,
buzzers, replacing their on-screen prototype
fixing any errors and evaluating whether they with a physical system.
met the challenge set.
In D&T, the same class design and make
Examples of challenges might include moving manually-controlled, battery-powered night
the toy to a named person in a circle, creating lights with a specific user and purpose in mind.
a times tables mat and moving the toy from a To inform their design decisions, they investigate
question to the correct answer, travelling to a range of components including switches,
and stopping at a particular target on the floor, bulbs and light emitting diodes (LEDs), as well as
demolishing a construction kit tower and finding applying an understanding of how night lights
and collecting treasure (using a magnet and are controlled through electrical systems that
paper clips). For each activity, pupils design an incorporate an input, process and output.
algorithm, predict what will happen, press keys
to write the program, make observations and Pupils are challenged by their teacher to think
debug, modify and evaluate their algorithms about how their night lights could be improved
and programs. for the benefit of the intended user by using
the knowledge and skills they have learnt in
computing. They suggest that their night lights
could work automatically, by programming them
to turn on at dusk and off at dawn, as well as
switching on and off in a repeating pattern to
amuse the intended user before going to sleep.
The pupils connect a Crumble interface to a
light dependent resistor (LDR) and to the bulbs
or LEDs in their night lights, and apply their
understanding of computing to program, monitor
and control their products.
Applying Computing in D&T at KS2 and KS3: the 2014 National Curriculum requirements 10
The crumble
interface uses
a ‘Scratch-like’
programming
language for
controlling
physical objects
Early KS2 – computing and D&T N.B. In the primary classroom, light emitting
diodes (LEDs) with internal resistors should be
Pupils should know how to program a computer used.
to control products they have designed and
made. This can be achieved either with a Late KS2 – computing and D&T
stand-alone computer control box, an interface
connected to a desktop or laptop computer or Pupils should know how to program a computer
by using a programmable controller embedded to monitor changes in the environment and
in their product. Programmable controllers are control their products. They should develop
Image courtesy
of IET Lego FIRST
League
Applying Computing in D&T at KS2 and KS3: the 2014 National Curriculum requirements 12
Image courtesy
of VEX Robotics
See: www.teachprimarycomputing.org.uk/glossary
https://www.data.org.uk/media/1446/resources-for-programming-and-
control.pdf
Image courtesy
of TTS
Applying Computing in D&T at KS2 and KS3: the 2014 National Curriculum requirements 14
As the UK’s national academy for engineering, we
bring together the most successful and talented
engineers from across the engineering sectors
for a shared purpose: to advance and promote
excellence in engineering.
We provide analysis and policy support to promote
the UK’s role as a great place from which to do
business.
We take a lead on engineering education and
we invest in the UK’s world class research base to
underpin innovation. We work to improve public
awareness and understanding of engineering.
We are a national Academy with a global outlook.
The Academy’s work programmes for 2011 to 2015
are driven by four strategic challenges: