At Holmes Chapel, the children have access to a dedicated computing suite, two laptop trolleys and further laptops and computers located across school. In addition, we have an extensive range of Learnpads, cameras and equipment such as Beebots, Lego Wedo kits and microphones. Through this, the children are given access to computing through a rich and varied curriculum.   We want our children to be proficient, independent and discerning users of technology; to be competent and creative computer programmers; for them to know when computing enhances their learning, as well as to employ appropriate strategies to stay safe whilst using computers and being online. 

We follow the national curriculum for computing with computing and coding being a key element of the curriculum. Listed below are some examples of the skills the children will acquire whilst using tecnology during computing lessons, in school.


Esafety - Following safety rules online just as you would in the real world

Computing - Bee-Bots - Be able to give a sequence of commands (algorithms) to reach a stated destination and record sequence on paper.

Digital Literacy - Interact and explore their environment using multimedia equipment eg a digital camera

- Record sounds and speech using a microphone

- Use a shortcut on a desktop to navigate to a specific website

- Be aware that everyday devices sense data eg automatic doors, stick on thermometer strips

Year 1

Esafety - Following safety rules online just as you would in the real world

Computing - Bee-Bots – Be able to use commands (algorithms) to create and debug simple programs.

Digital Literacy - Select appropriate images to add to work.

- Contribute ideas to class and group emails

- Begin to develop classification skills by carrying out sorting activities (practically and on the IWB) which may include the use of online Carroll or Venn diagrams

Year 2 

E-safety - Children learn that they should stay safe online by choosing websites good for them to visit, avoid sites not appropriate for them.

Computing - Introduction to Scratch – Be able to use algorithms to make a simple image move on screen. Create a sequence.

Digital Literacy -  Use graphing software to enter data and change a graph type.  Interpret and draw conclusions from graphs, discuss information contained and answer simple questions.

Year 3

E-safety - Understand reasons and benefits why people use passwords, and learn strategies for creating and keeping strong, secure passwords.

Computing - Scratch - Use algorithms to create a game using sequence, selection (if... then...) and repeats (loops).

Digital Literacy - Use different font sizes, colours and effects suitable for audience

Arrange, trim and cut clips to create a short film that conveys meaning

Log on to an email account, open emails, create and send appropriate replies.

Year 4

E-safety - .Think critically about the information they share online.

Computing - Wedo Lego – Introduce inputs and outputs and use repeat loops and selection to make own control program.

Digital Literacy - Create a range of hyperlinks and produce a non-linear, interactive presentation 

Use various tools in paint packages or photo-manipulation software to edit/change an image, e.g., applying different special 

Select, import and edit existing sound files in sound editing software

Year 5

E-safety - Establish expectations and norms for online behaviour. Learn to participate responsibly and respectfully in an online community.

Computing - Code bug - Begin to understand variables using CodeBug

Digital Literacy - Develop consistency across a document, using the same styles of font, colour, size for headings, body text, etc.

Begin to use  knowledge of the meaning of domain names and common website extensions, e.g.,, .com, .ac, .sch .org, .gov, .net, to support the validation process

Data handling Construct and interpret bar charts, scatter graphs, line graphs and pie charts.

Year 6

E-safety - Explore how it feels to be cyberbullied and learn strategies for handling cyberbullying when it arises.

Computing - Use different inputs (including sensors) to control a device or onscreen action and predict what will happen. 

Digital Literacy - Make use of reviewing tools (comments) in word processors to collaborate and evaluate each other’s work.

Make effective use of transitions and special effects in video editing software, consider effect on audience

Data logging Design experiments which require use of dataloggers, recognising what measurements will be needed, how many repeats and the most appropriate means of recording data.

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