COMPUTING IN THE NATIONAL CURRICULUM. WHY?  The 2014 national curriculum introduces a new subject, computing, which replaces ICT. This represents continuity.

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Presentation transcript:

COMPUTING IN THE NATIONAL CURRICULUM

WHY?  The 2014 national curriculum introduces a new subject, computing, which replaces ICT. This represents continuity and change, challenge and opportunity.  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

 The introduction also makes clear the three aspects of the computing curriculum: computer science (CS), information technology (IT) and digital literacy (DL).

KS1 CS  Understand what algorithms are; how  they are implemented as programs on  digital devices; and that programs execute  by following precise and unambiguous  instructions  Create and debug simple programs  Use logical reasoning to predict the  behaviour of simple programs

KS2 CS  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

NEW LANGUAGE  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).  Create and debug simple programs-The best way for pupils to learn what an algorithm is, and how it can be implemented as a program, is to write some programs themselves. Programming involves taking an idea for doing something and turning it into instructions the computer can understand. In the infant classroom this could be writing a set of commands for a Bee-Bot, Pro-Bot or Roamer, or snapping on-screen program building blocks together in Scratch.

E-SAFETY  Use technology safely and respectfully, keeping personal information private; identify where to go for help and support when they have concerns about content or contact on the internet or other online technologies  This statement covers the key principles of pupils’ e-safety. Pupils should be aware of the main risks associated with the internet, and recognise that they should not share certain types of personal information online.  In what year group are children communicating in chat rooms online?

Term 1Term 2Term 3 e-Safety Programming MultimediaTechnology in our lives Handling DataMultimediaHandling Data Technology in our lives

ActivityTerm 1Term 2Term 3 Assembly Cyberbullying  I am kind and responsible Personal safety I am safe Excessive/obsessive use I am safe Whole class lesson (other half of term to assembly) Agree class internet rules based on personal responsibilities. Focus on keeping personal details private, consideration of who you are talking to online and making sure a trusted adult knows what you are doing online. Consider age appropriate and healthy use of technology (age indicators for games, time spent and sites used.)

SCRATCH, ALICE, LOGO AND KODU

 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.  program – a stored set of instructions encoded in a language understood by the computer that does some form of computation, processing input and/or stored data to generate output.  repetition – a programming construct in which one or more instructions are repeated, perhaps a certain number of times, until a condition is satisfied or until the program is stopped.  search – to identify data that satisfies one or more conditions, such as web pages containing supplied keywords, or files on a computer with certain properties.  selection – a programming construct in which the instructions that are executed are determined by whether a particular condition is met.  sequence – to place programming instructions in order, with each executed one after the other.  services – programs running on computers, typically those connected to the internet, which provide functionality in response to requests; for example, to transmit a web page, deliver an or allow a text, voice or video conversation.  simulation – using a computer to model the state and behaviour of real-world (or imaginary) systems, including physical and social systems; an integral part of most computer games.  software – computer programs, including both application software (such as office programs, web browsers, media editors and games) and the computer operating system. The term also applies to ‘apps’ running on mobile devices and to web-based services.  variables – a way in which computer programs can store, retrieve or change simple data, such as a score, the time left, or the user’s name.  World Wide Web – a service provided by computers connected to the internet (web servers), in which pages of hypertext (web pages) are transmitted to users; the pages typically include links to other web pages and may be generated by programs automatically.37

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