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Brockmoor Primary School

 

Computing

Brockmoor Primary School: Computing Curriculum

A Curriculum That Develops Digital Literacy, Computational Thinking, and Responsible Online Citizens

 

A Curriculum That Develops Digital Literacy, Computational Thinking, and Responsible Online Citizens

At Brockmoor Primary School, we are committed to preparing our pupils to thrive in a digitally connected world. Our computing curriculum is delivered through the Teach Computing Curriculum, a nationally recognised, evidence-based programme developed by the National Centre for Computing Education (NCCE).

This curriculum ensures that children build secure knowledge and skills in:

๐Ÿ’ป Digital Literacy – Developing the confidence to use technology for communication, collaboration, and creativity.
๐Ÿง  Computational Thinking – Learning to solve problems through decomposition, pattern recognition, abstraction, and algorithmic thinking.
โŒจ Programming and Coding – Understanding how computers execute instructions and writing their own code to solve problems.
๐ŸŒ Online Safety and Responsible Use – Knowing how to stay safe, act ethically, and be kind in digital spaces.
๐Ÿ”„ Knowledge Retention and Mastery – Revisiting key concepts to strengthen understanding and build fluency over time.

Our vision is for every child to leave Brockmoor as a confident, creative, and responsible user of technology, well-prepared for secondary education and digital life beyond school.

We are currently working towards the Computing Quality Mark as part of our commitment to delivering a high-quality, inclusive, and ambitious computing education.


Early Years Foundation Stage (EYFS): Laying the Digital Foundations 

In EYFS, computing is integrated into the Understanding the World and Expressive Arts and Design areas of learning, with a focus on early technology experiences:

๐Ÿ–ฅ Exploring Technology in the Environment – Learning to use simple devices like tablets, interactive boards, and programmable toys (e.g. Bee-Bots).
๐Ÿ” Understanding Cause and Effect – Discovering how actions (e.g. button presses) produce digital outcomes.
๐Ÿงฉ Problem-Solving through Play – Engaging with basic coding games and interactive stories to develop logical thinking.
๐Ÿ›ก Early Online Safety – Introducing simple rules about using technology safely and respectfully.

Children take part in structured and exploratory activities such as:

๐ŸŽจ Creating digital drawings using touchscreen apps.
๐Ÿ•น Programming toys to move in specific directions.
๐Ÿก Talking about the technology they see at home and in school.
๐Ÿ“บ Watching age-appropriate videos and stories about online safety.

These experiences lay the groundwork for more formal computing learning in Key Stage 1.


Key Stage 1 and 2: A Structured and Progressive Curriculum

We follow the Teach Computing Curriculum, which is built around a spiral model—concepts are revisited and built upon year after year to strengthen understanding and skills.

The curriculum is structured into four key strands:

โœ… Algorithms and Programming – Creating and debugging simple programs using block-based and text-based languages.
โœ… Computing Systems and Networks – Understanding how computers work, how data is transferred, and how networks function.
โœ… Creating Media – Using a range of software tools for digital art, publishing, audio, and video creation.
โœ… Data and Information – Learning how data is collected, presented, and analysed.
โœ… Digital Literacy – Teaching pupils how to be safe, kind, and responsible users of technology.


Lesson Structure: Teaching for Depth and Mastery

Each lesson follows a consistent approach aligned with cognitive science and best practice in computing education:

  1. Retrieval and Prior Learning
    ๐Ÿ”น Pupils activate previous knowledge and connect it to new concepts.
    ๐Ÿ”น Key vocabulary is introduced and discussed.

  2. Explicit Instruction and Modelling
    ๐Ÿ’ป Teachers use clear examples to demonstrate computing processes or software use.
    ๐Ÿง  Concepts are broken down step-by-step for clarity and understanding.

  3. Guided and Independent Practice
    ๐ŸŽฎ Pupils explore and apply new learning through hands-on activities and challenges.
    ๐Ÿงฉ Mistakes and debugging are embraced as part of the learning process.

  4. Review and Reflect
    ๐Ÿ—ฃ Pupils discuss their approach, reasoning, and any challenges faced.
    โœ… They reflect on outcomes and identify areas for improvement.


Curriculum Strands in Detail

1. Computer Science: Programming and Problem-Solving

๐Ÿ‘จ‍๐Ÿ’ป Pupils explore algorithms and how computers process instructions.
๐ŸŽฎ They build programs using tools using scratch 
๐Ÿ” Concepts such as loops, conditionals, and variables are introduced progressively.
๐Ÿ•น Pupils design simple games, animations, and simulations.

2. Information Technology: Using Digital Tools

๐Ÿ“ Pupils develop skills in word processing, digital publishing, and online collaboration.
๐ŸŽจ Creativity is encouraged through digital painting, music composition, and video editing.
๐Ÿ“Š They learn to collect, organise, and present data using spreadsheets and charts.

3. Digital Literacy: Online Safety and Digital Well-Being

๐Ÿ›ก Pupils learn how to stay safe online, manage digital footprints, and respect others.
๐Ÿ” They evaluate the reliability of websites and digital content.
๐Ÿ“ฑ Pupils consider the role of technology in their lives and learn to use it responsibly.

Online safety is embedded across all units and taught in line with the Education for a Connected World framework.


Online Safety: A Whole-School Priority

We teach online safety as a continuous and developmental strand from EYFS to Year 6. Pupils learn to:

๐Ÿ”น Understand privacy, passwords, and personal information.
๐Ÿ”น Recognise and respond to cyberbullying and inappropriate content.
๐Ÿ”น Use search engines safely and evaluate information sources.
๐Ÿ”น Balance screen time with offline activities for well-being.

We reinforce these messages through assemblies, Safer Internet Day, and cross-curricular links with PSHE.


Connecting Computing to the Real World

At Brockmoor, we make computing relevant by:

๐Ÿ’ก Introducing pupils to digital careers in cybersecurity, programming, and design.
๐Ÿญ Exploring how automation, AI, and technology affect modern industries.
๐ŸŒ Inviting local professionals to share real-world computing applications.

These experiences broaden horizons and inspire pupils to see themselves in the digital future.


Assessment: Monitoring Progress and Mastery

We use a range of formative assessment strategies to track pupil progress:

๐Ÿ“Š Digital Evidence – Pupils save and share work using Google Classroom 
๐Ÿ’ก Coding Challenges – Pupils demonstrate skill development through open-ended tasks.
๐Ÿ—ฃ Discussion and Reflection – Teachers assess understanding through oracy and peer collaboration.
๐Ÿ” Online Safety Checks – Quizzes and class discussions track understanding of digital citizenship.

Assessment is skill-focused and designed to reflect real-life computing application.


Impact: What Our Pupils Achieve

By the end of Year 6, pupils at Brockmoor Primary School will be:

๐Ÿ’ป Digitally Literate – Able to confidently use technology to learn, communicate, and create.
๐Ÿง  Computational Thinkers – Equipped with logical reasoning and programming skills.
๐ŸŒ Responsible Citizens – Understanding how to stay safe, respectful, and ethical online.
๐ŸŽฎ Creative Digital Makers – Ready to innovate, explore, and express themselves through technology.

Our use of the Teach Computing Curriculum ensures pupils receive a rigorous, engaging, and future-ready computing education and our Digital Leaders help make computing fun and safe by running Coding Clubs and encouraging everyone to use the internet responsibly.

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