Computing
Our vision for computing
Computing equips children to understand digital systems, create content, work with data and develop programmes. Safe and responsible use is taught throughout.
What children learn
Year A (2026–27) is being taught now. Year B (2027–28) follows next year. Years 1–2 use Teach Computing Year 1 projects, Years 3–4 use Year 4 projects and Years 5–6 use Year 6 projects. Individual year-group expectations remain important.
Cycle and phase |
Autumn |
Spring |
Summer |
Year A · Years 1–2 |
Computing Systems and Networks - Technology around Us; Creating Media - Digital painting |
Programming - Moving a robot; Data and Information - Grouping data |
Creating Media - Digital writing; Programming - Programming animations |
Year A · Years 3–4 |
Computing Systems and Networks - Connecting computers; Creating Media - Stop-frame animation |
Programming – Sequencing sounds; Data and Information - Branching databases |
Creating Media - Desktop publishing; Programming - Events and actions in programs |
Year A · Years 5–6 |
Computing Systems and Networks -Communication and collaboration; Creating Media - Web page creation |
Programming - Variables in games; Data and Information - Introduction to spreadsheets |
Creating Media - 3D Modelling; Programming - Sensing movement |
Year B · Years 1–2 |
Computing Systems and Networks - IT around Us; Creating Media - Digital Photography |
Programming - Robot Algorithms; Data and Information - Pictograms |
Creating Media - Digital music; Programming - Programming quizzes |
Year B · Years 3–4 |
Computing Systems and Networks – The Internet; Creating Media – Audio Production |
Programming – Repetition in Shapes; Data and Information – Data Logging |
Creating Media – Photo Editing; Programming – Repetition in Games |
Year B · Years 5–6 |
Computing Systems and Networks: Systems and Searching; Creating Media: Video Production |
Programming A: Selection in Physical Computing; Data and Information: Flat-file Databases |
Creating Media: Introduction to Vector Graphics; Programming B: Selection in Quizzes |
Essential Knowledge and progression
Reception children begin to encounter and talk about technology where it supports learning. In KS1 and KS2, knowledge builds across systems and networks, digital media, programming and data. The cycle alternates units within each mixed-age phase.
A learning journey: In Years 1–2, children give precise instructions in Moving a Robot and notice that order matters. Years 3–4 pupils use sequences and events in Sequencing Sounds and Events and Actions in Programs, testing and correcting what happens. Years 5–6 pupils add variables in games and use sensing movement, applying more complex logic. Their understanding of information also grows from grouping data to branching databases and spreadsheets. Online safety is revisited as children use a wider range of tools and ways to communicate.
How we teach it
Teachers model key concepts, give pupils opportunities to make and test digital work, and explicitly teach vocabulary and safe choices. Our planning draws on Teach Computing curriculum maps.
DISCERN in this subject: Pupils retrieve an earlier command or digital skill, see the teacher model a new function, and practise with a scaffold. They compare results, find errors together and test their understanding. They then create a program or digital product independently and decide how to improve it next time.
How all children take part
Teachers introduce and revisit key vocabulary, model new ideas clearly and adapt resources and support so that every child can participate and show understanding. Children who are ready to go further can explain, compare, apply and question their learning.
How we check learning
Teachers check understanding through questions, discussion, pupil work and practical activity. They revisit essential knowledge, address misconceptions and use what they learn about pupils to plan the next steps.
The school’s Marking and Feedback Policy also applies here. Evidence may be spoken, practical, digital or written: a brief observation, question, performance, product or recorded response can show the Essential Knowledge. Feedback identifies the next useful step and informs what the teacher revisits.
Beyond the classroom
Children see how digital tools can help them create, communicate and solve problems. Online safety connects computing to relationships and health education. Our annual January STEAM Day invites pupils to combine technology with other subject knowledge. A Computing Club ran in spring and summer 2026; the club programme changes each term.
Curriculum documents and further information






