Computing Curriculum      

The National Curriculum for computing aims to ensure that all pupils:

  • can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation

  • can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems

  • can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems

  • are responsible, competent, confident and creative users of information and communication technology


Computing At Boarshaw

Our computing curriculum follows the National Curriculum which aims to equip our pupils with using computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science, and design and technology, and provides insights into both natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work, and how to put this knowledge to use through programming. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate – able to use, and express themselves and develop their ideas through, information and communication technology – at a level suitable for the future workplace and as active participants in a digital world.

All pupils take part in a weekly computing session which always begins by recapping/introducing some aspect of e-safety. Pupils have the opportunity to use hardware and software during these sessions. Pupils have the opportunity to use apps and laptops to create something to showcase their learning in English and Topic lessons. 

Our computing policy outlines for you how we teach computing at our school. 



Useful Tips for Parents

Computing is not just about using a computer. It also includes the use of tablets, game consoles , controllable toys, digital cameras and everyday equipment such as a tape recorder or DVD player. Children can be helped to develop their computing skills at home by:

· Writing a letter to a relative

· Sending an email to a friend

· Drawing a picture on screen

· Using the Internet to research a class topic

· Planning a route with a controllable toy

· Using interactive games

· Playing on an educational App on a tablet


Why not try some of our useful links below for further help to understand the Computing Curriculum at home?

BBC Schools - Primary Computing 



Primary Computing should equip pupils with using technology safely, respectfully and responsibly. At Boarshaw Primary pupils are taught not only by their teachers but by Digital Leaders how to be responsible digital citizens. Each year group in Key Stage 2 has an elected Digital Leader who meets with our E-Safety Lead, Miss Riaz on a weekly basis. Digital Leaders undertake training and deliver their learning to their peers! Digital Leaders focus on ways to be safe when online, how to tackle cyberbullying and highlight the dangers of social media.

For further information visit our E-Safety page.




Parents can also access the National Online Safety website, which regularly offers help and support relating to current and popular forms of apps and social media which are easily accessed by young people. Here is a handy guide to show how to set up apps safely



In Key Stage 1 pupils use programs such as Scratch, Kodu, Logo and Python to help them with programming. They also learn to use programmable toys such as Bee-Bots and Roamers.

In Key Stage 2 use Scratch, FlowGo and Raspberry Pi. The use of digital devices such as digital camers, audio recorders and tablets are used. Pupils are encouraged to email and blog.


Coding Club

Every week Coding Club consisting of pupils from UKS2 meet to take part in coding club! Coding club has a range of projects which are easy to follow, step-by-step guides which help young people learn Scratch, HTML & CSS, and Python by making games, animations, and websites. The projects gradually introduce coding concepts to allow young people to build their knowledge incrementally. Find out more information by clicking here.

Here are some pictures of Coding Club in action:



Attainment Targets

By the end of each key stage, pupils are expected to know, apply and understand the

matters, skills and processes specified in the relevant programme of study.


Key stage 1

Pupils should be taught to:

  • 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

  • use technology purposefully to create, organise, store, manipulate and retrieve digital content

  • recognise common uses of information technology beyond school

  • 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.


Key stage 2

Pupils should be taught to:

  • 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; and the opportunities they offer for communication and collaboration

  • use search technologies effectively, appreciate how results are selected and ranked, and be discerning in evaluating digital content

  • select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information

  • use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact.





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