We aim to inspire and help develop creative, forward-thinking and able programmers, problem-solvers, web-designers, games-makers, and app-developers of the future. We provide a firm grounding in the principles of control technology and basic programming, while showing pupils they can have fun and be creative.
Alongside this, we aim to develop pupils’ digital literacy, ensuring they have all the skills they need to access and present information in all areas of the curriculum.
We educate children to be responsible and safe when using technology. We have a dedicated e-safety unit of work for each year group, and regularly reinforce the principles in all subjects. This helps ensure pupils remain safe when making the most of all that the internet and other technologies have to offer.
We make good use of technology, based on our philosophy that it should be effective, meaningful and engaging. Resources include a dedicated ICT suite, a music technology room and bookable laptops and iPads. All classrooms are equipped with SMART boards, PCs and inspiration station iPads. Staff can access the school Wi-Fi (with age appropriate filtering) and we use SharePoint as our Virtual Learning Environment.
- Learning journey
Pupils work through a range of projects in a dedicated computing lesson each week.
In Year 3 pupils begin by consolidating the basics of Microsoft Office and start to develop other uses of the computer, for example creating cartoons and developing their coding skills.
The Year 4 curriculum uses project-based learning to develop skills such as stop motion animation and graphic design.
By Year 5, pupils are really getting to grips with coding using Scratch and Hopscotch, and have been introduced to key programming concepts.
By the end of Year 6, they have a confident understanding of the fundamentals of coding and are beginning to explore text-based programming language. These skills are applied to physical challenges using Spheros and Micro:Bits.
- Beyond the classroom
Pupils have many opportunities to apply their ICT skills. For example in one House Activity Day, pupils spent the day designing, branding, marketing and financing a new chocolate bar, and then pitching it to a panel of ‘dragons’. They took products from an initial vision and concept to a packaged prototype, then created a campaign of printed posters and a TV advert to bring it to market. Pupils used a wide range of technology to develop and pitch their ideas, from Google Sketch-up for the initial designs, to Windows Movie Maker for their advert and Excel for their financial modelling, helping them understand the practical uses of the software.
Other clubs also make significant use of IT and help to develop pupils’ skills further including Perse Prep Paper, Writers’ Club, History Club and Open Tech Club.