Plan Sheet Key Stage 2 Computing
Plan Sheet Key Stage 2 Computing
Key Stage 2
Curriculum map
7 Communication Year 6 6
11 3D Modelling Year 6 6
12 Sensing Year 6 6
3. Lessons
Unit 1 Sharing Information 6 Lessons
Lesson
Lesson question Pupils will learn
number
1. Systems
In this lesson, we will introduce the concept of a system.
We will develop understanding of components working
together to make a whole. We will also explore how
digital systems might work and the physical and
electronic connections that exist.
3. Transferring information In this lesson, we will introduce the idea that parts of a
computer system are not always in the same place or
country. Instead, those parts of a system must transfer
information using the internet. We will also gain an
awareness of IP addresses and the rules (protocols) that
computers have for communicating with one another.
4. Working together
In this lesson, we will consider how people can work
together when they are not in the same location. We will
discuss ways of working and simulate a collaborative
online project. We would advise you to complete this
lesson on a desktop device as you need to download
and interact with additional files as part of the learning.
These can be downloaded from the last slide of the
worksheet. You should always ask your parent or carer
for permission before downloading files from the
internet.
1. What is video?
In this lesson, we will explore a brief history of creating
moving images from still images. We will also look at the
role and benefits of the use of audio in a video, learning
that the purpose of video is to communicate a message
to an audience, or to record an event. Lastly, we will plan
a video project using a story board.
2. Identifying devices
In this lesson, we will explore devices and computer
applications that record audio and video. Learners will
have the opportunity to investigate the pros and cons of
using audio devices such as dictation machines or
mobile sound recorders versus fully integrated AV
(audiovisual) devices.
6. Video evaluation In this lesson, we will have the opportunity to review the
content of edited videos and finalise them by adding
special effects such as animations, transitions, text,
additional audio, and other visual effects.
Unit 3 Selection In Physical Computing 6 Lessons
Lesson
Lesson question Pupils will learn
number
1. Connecting Crumbles
In this lesson, we will will look at a Crumble
microcontroller. We will connect it to a computer and
program it to control an LED.
2. Computer databases
In this lesson, we will use a database on a computer. We
will sort data to answer questions. Then we will compare
using a paper-based database with a computer
database.
3. Using a database
In this lesson, we will search and order a database to
answer questions.
5. Comparing data visually In this lesson, we will create charts using our previously
compiled databases. Then we will compare different
ways of viewing information.
6. Databases in Real Life
In this lesson, we will use an online database to search
and filter real data.
Unit 5 Vector Drawing 6 Lessons
Lesson
Lesson question Pupils will learn
number
3. Being effective
In this lesson, we will increase the complexity of our
vector drawings, using the zoom tool to add detail to our
work. We will then learn how grids and resize handles
can improve the consistency of our drawings. Lastly, we
will use tools to modify objects and create different
effects.
4. Layers and objects In this lesson, we will gain an understanding of layers
and how they are used in vector drawings. We will learn
that each object is built on a new layer and that these
layers can be moved forward and backward to create
effective vector drawings.
5. Manipulating objects
In this lesson, we will be taught how to duplicate
multiple objects. We will learn how to group objects to
make them easier to work with, how to copy and paste
these images, and how to make simple alterations.
6. Get designing
In this lesson, we will understand how digital images can
be made from shapes or pixels. We will suggest and
implement improvements to vector drawings and
complete the unit by creating our own labels for the
classroom using the skills we have learned.
Unit 6 Selection in Quizzes 6 Lessons
Lesson
Lesson question Pupils will learn
number
1. Exploring conditions
In this lesson, we will revisit our previous learning on
selection and identify how conditions are used to
control the flow of actions in a program. We will be
introduced to the command blocks for conditions in
programs using the Scratch programming environment,
and modify the conditions in an existing program.
2. Selecting outcomes
In this lesson, we will use the 'if... then... else...' structure
in algorithms and programs. We will revisit the need for
selection to ensure conditions are repeatedly checked
and will use this knowledge to write our own programs.
3. Asking questions
In this lesson, we will consider how the 'if... then... else...'
structure can be used to identify two responses to a
binary question (yes or no). We will learn how questions
can be asked in Scratch and how the answer is used to
control the outcomes. We will then design a program
that uses selection to direct the flow of the program.
4. Planning a quiz In this lesson, we will use selection to control the
outcomes in an interactive quiz. We will outline the
requirements of the task and use an algorithm to show
how we can use selection. To do this, we will design a
storyboard to identify the questions asked and the
outcomes for both correct and incorrect answers.
5. Testing a quiz
In this lesson, we will use Scratch to implement our
designed algorithms as a program. We will run this
program to test if it correctly uses selection to control
the outcomes and will debug as necessary. Once we
have completed our programs, we will consider the
value of sharing it with others to collect feedback.
6. Evaluating a quiz
In this lesson, we will return to our completed programs
and identify ways to improve them. We will focus on
issues where answers similar to those in the condition
are given as the input and identify ways to avoid these
issues. We will consider how to ensure all uses are
provided with the same experience and identify if we
have met the requirements of the given task.
Unit 7 Communication 6 Lessons
Lesson
Lesson question Pupils will learn
number
6. Communicating responsibly
In this lesson, we will use information provided and our
prior knowledge to categorise different forms of
internet communication. We will explore issues around
privacy and information security.
Unit 8 Web Page Creation 6 Lessons
Lesson
Lesson question Pupils will learn
number
3. Copyright or CopyWRONG?
In this lesson, we will become familiar with the terms
'fair use' and 'copyright'. We will gain an understanding
of why we should only use copyright-free images and we
will find appropriate images to use in our work from
suggested sources.
4. How does it look? In this lesson, we will revise web page creation in Google
Sites. We will create a page and we will preview our web
page as it appears on different devices and suggest or
make edits to improve the appearance of the page
across those devices.
5. Follow the breadcrumbs
In this lesson, we will appreciate the need to plan the
structure of a website carefully. We will plan our
website, paying attention to the navigation paths (the
way that pages are linked together). We will then create
multiple web pages and use hyperlinks.
1. Introducing variables
In this lesson, we will explore using variables in
computer programs. We will explore variables in Scratch
as well as designing and writing our own short
programs.
2. Variables in programming
In this lesson, we will learn how variables are updated,
and we will learn the importance of naming our
variables carefully.
3. Improving a game
In this lesson, we will experiment with changing
variables by different amounts and in different places.
We will also learn how to display a variable in a different
way.
4. Designing a game
In this lesson, we will work on the design of a computer
game. We will choose artwork and design algorithms.
5. Design to code In this lesson, we will turn our project designs into code
to create our games.
6. Improving and refining
In this lesson, we will add more variables to improve our
games.
Unit 10 Spreadsheets 6 Lessons
Lesson
Lesson question Pupils will learn
number
1. What is a spreadsheet?
In this lesson, we will learn that a spreadsheet is a
computer application which allows users to organise,
analyse, and store data in a table. We will be introduced
to the importance of data headings.
2. Modifying spreadsheets
In this lesson, we will be taught that objects can be
described using data. We will build a data set (a
collection of related data that can be manipulated using
a computer) within a spreadsheet application and apply
appropriate number formats to cells.
5. Event planning
In this lesson, we will plan and calculate the cost of an
event using a spreadsheet. We will use a list to choose
what we would like to include in our event, and use our
spreadsheet to answer questions on the data we have
selected.
6. Presenting data
In this lesson, we will acquire the skills to create charts
in Google Sheets. We will evaluate results based on
questions asked using the chart that we have created.
Finally, we will appreciate there are different software
tools available within spreadsheet applications to
present data.
Unit 11 3D Modelling 6 Lessons
Lesson
Lesson question Pupils will learn
number
1. What is 3D modelling?
In this lesson, we will examine 3D objects from a variety
of views within a 3D space. We will also explore the
functionality of the buttons available within the software
in order to create a 3D maze.
2. Making changes
In this lesson, we will alter the dimensions of 3D objects
and recognise how to lift these objects to create 3D
models. We will then enhance our 3D models by
changing the colour of our 3D objects.
1. The micro:bit
In this lesson, we will be introduced to the micro:bit and
its block based programming environment, MakeCode.
3. Sensing inputs
In this lesson, we will use the buttons to change the
value of a variable using selection. We will then develop
our programs to update the variable by using the
micro:bit's accelerometer which senses motion. Finally,
we will learn that a variable can be displayed after it is
updated or in response to an input.
2. Knowledge organisation
The computing curriculum is structured in units. For the units to be coherent, the lessons within them must be taught in order.
However the curriculum is flexible in terms of the order in which you teach units within a year group, except for programming
where concepts and skills rely on prior learning and experiences.
2. Knowledge organisation
The curriculum applies to the National Centre for Computing Education’s computing taxonomy. This has been developed
through a review of the KS1-4 computing programme of study, and the GCSE and A Level computer science specifications,
across all awarding bodies. All learning outcomes can be described through a top-level taxonomy of ten topics, ordered
alphabetically as follows:
Algorithms
Computer Networks
Computer Systems
Creating Media
Impact of technology
Programming
The taxonomy categorises and organises content into strands which encapsulate the discipline. Whilst all strands are present
at all phases, they are not always taught explicitly.
We want Oak to be able to support all children. Our units will be pitched so that children with different starting points can
access them. Our lessons will be sequenced so that each builds on prior learning. Our activities will be scaffolded so all
children can succeed. We use unplugged or real world activities to unpack difficult concepts in computing as part of a semantic
wave of learning. We also use a range of scaffolding approaches when teaching programming, ranging from copying code,
exploring some commands or functions, fixing code with bugs to solving specific problems with code.
4. Application through software
We need pupils to be thinking during their lessons - both to engage with the subject and to strengthen memory of what is
being learnt. Some of our lessons require practical application of concepts and skills on a computer using appropriate
software. We supplement our lessons with guidance on how to use such software to reinforce the learning from the lesson.
We believe that computing is inherently interesting, and seek to motivate pupils through the subject matter. Where possible,
we draw on real world experiences to provide an engaging viewpoint on computing concepts. Every student should have the
opportunity to implement their skills and knowledge and ultimately feel a sense of achievement. We provide opportunities for
pupils to be creative and solve problems by building their own programs and applications, for example.
Sharing Information
Communication
Creating Media
Video Editing
Vector Drawing
3D Modelling
Programming
Selection in Quizzes
Variables in Games
Sensing
Spreadsheets
Information
Collaboration