iPrimary Computing Scheme of Work Year 1
iPrimary Computing Scheme of Work Year 1
Coverage
PS1.1A – Understand what an algorithm is
PS1.1B – Understand what algorithms are used for
PS1.1D – Be able to interpret algorithms
PS1.1E – Create algorithms
PS1.1F – Use logical reasoning to predict the behaviour of simple algorithms
Suggested overview
• Introduce the word algorithm and define it as ‘steps to do something’.
• Engage pupils with everyday picture algorithms. This should include sequential sorting activities (note: pictures are not the most effective way of
creating an algorithm but are a good way of developing understanding of the concept before moving to methods less open to multiple
interpretation). These could include:
o getting dressed
o going to school
o making a sandwich.
• How many ways can pupils create a dressing algorithm?
• Can pupils sort them into the right order and then change one step so that it is in the wrong place before challenging another pair to debug it?
• Ask pupils to verbalise the steps in an algorithm. How would they convert the pictures into words?
• Ask them to create an algorithm to move their friend from one seat to another in the classroom. What commands would they use?
• Introduce the idea that algorithms are only really successful if they are instructions that can be followed by someone else.
• Pupils evaluate each other’s algorithms.
• Pupils think about their own problem which can be solved by creating an algorithm. What commands will they need? Can they create one in pairs?
• Pupils evaluate each other’s algorithms.
Misconceptions
Assessment opportunities
• Online quiz where pupils have algorithms with different ends. Can they choose the correct one?
• Record pupils’ dressing algorithms (photos) assess for accuracy.
• Count multiple dressing algorithm options.
• Assess accuracy of pupil-designed algorithms.
Introducing Programming – Turtle World (half-term module)
Coverage
PS1.1C – Understand how algorithms are implemented as programs on digital devices
PD1.1A – Be able to create a simple program
PD1.1B – Understand how to identify and correct errors in programs (bug and debug)
CO1.1D – Know about types of output peripheral (e.g. monitor, printer, data projector, speaker) (Bee-bot or other turtles’ actions, move, turn, etc.)
Suggested overview
• Pupils start with open-ended play with their device.
• Pupils move onto simple guided tasks.
• Pupils design their own Turtle World around a theme chosen by their teacher.
• Teacher introduces the algorithmic arrow cards and demonstrates designing a simple algorithm using the cards before getting a pupil to punch the
card algorithm instructions into the device. Another pupil is directed to trace the instructions on the card as the device executes them.
• Pupils design simple to complex routes and then convert their algorithms into code.
• Extension activities:
o teachers add obstacles
o extend routes to include A to B avoiding C.
• Pupils create a route and then deliberately replace one algorithmic card for a wrong one. Another pair has to identify the bug.
• Pupils are challenged to write their algorithms on a white board. What notation will they come up with? Will it be able to be read by other pupils?
Misconceptions
NOTE: If an algorithm is written using exactly the same notation that could be entered into the digital device, technically it is no longer an algorithm and is
code. However, it is recommended that KS1 teachers keep to the simple definitions of algorithms and where notation is used that is the same as the
instructions entered, they call it an algorithm rather than code. This scheme deals with any possible misconceptions in KS2.
Assessment opportunities
• Teachers assess pupils’ routes formatively.
My Animation Project (half-term module)
Coverage
SS1.1A – Enter or edit text that is appropriate for a given context
IT1.1A – Select and use technology/software applications purposefully
IT1.1B – Organise, store, manipulate and retrieve digital content
IT1.1C – Create digital content
IT1.1D – Use sensible filenames
CO1.1D – Know about different types of output peripherals (e.g. monitor, printer, data projector, speaker) (screen playing animation)
Suggested overview
Pupils learn about and explore simple stop motion animation.
• Animation skills:
o make a small adjustment to a model between frames
o keep the camera still to make the object look like it is moving
o play an animation back
o save an animation
o know that many frames of animation will only produce a few seconds of video.
• Using a theme chosen by the teacher, pupils design a simple stop motion animation in pairs using a stick figure storyboard.
• Pupils are encouraged to paint and print an A4 background using their digital art skills and to create credits using their word skills.
• Pupils are encouraged to think about what a good animation would look like.
• Pupils verbally evaluate their own creations against the good animation criteria through a video diary.
Planning support and ideas
Find a few well-chosen Nick Parks videos to explain the concept of stop motion animation and demonstrate how to create a simple animation modelling.
Look at good practice, such as co-operation between team members, ‘fingers out’, different roles in the production team, etc.
A video diary can be set up somewhere in the classroom and each group can be encouraged to film themselves talking about their project, what they like
about it and what they would improve if they had time.
Misconceptions
Assessment opportunities
• Assess the project.
• Assess pupils’ co-operation and teamwork.
• Assess the quality of the digitally painted backdrop and the title credits.
• Assess the video evaluation.
Output (in every module)
Coverage
CO1.1D – Know about types of output devices (e.g. monitor, printer, data projector, speaker)
Suggested overview
• Introduce the idea of outputs in the first module.
• Place a visual definition in the class with space to add ideas throughout the year.
• Add to the concept in every module.
Misconceptions
That we can tell who a person is or what they are really like from communicating online with them.
Assessment opportunities
• Teachers assess pupils’ abilities to describe apps that they or their families use and what they use them for.
• Assess the videos created against the video skills mentioned above.
What Digital Technology Do We Use? (half-term module)
Coverage
CO1.1A – Understand that laptop, desktop and tablet computers are types of personal computers that meet different needs
CO1.1B – Be able to describe the purpose and use of other digital devices such as cameras and camcorders, games consoles, home entertainment
systems, media players
IT1.1C – Create digital content (draw a digital picture)
CO1.1D – Know about types of output peripheral (e.g. monitor, printer, data projector, speaker) (sound from speakers)
Suggested overview
• Define digital technology and provide pictorial examples.
• Pupils identify the digital technology they use at home and school.
• Pupils sort digital technology using teacher-provided criteria.
• Pupils learn about the history of one or two digital devices linked to changes in use, purpose and size.
• Pupils plan their own device.
• Pupils learn about conventions of digital drawing:
o creating objects
o moving objects
o colours
o saving
o digital pens and or brushes
o shapes.
• Pupils draw their own device digitally.
Planning support and ideas
Define digital technology as devices that store commands/instructions/things using a microchip inside the computer. Give simple examples of this from the
list in CO1.1B (a digital camera stores how to take a photo when button is pressed and how to show a photo on the screen after it is taken, a set-top box
stores how to record TV programmes that you choose and how to play them back to you, etc.).
Pupils can then identify the technology that they use at home and school. They describe who uses it and what they use it for, in their own words.
Pupils sort technology by how it is used. Does it move or is it stationary? Is it used to create something? Is it used to learn something? Is it used for play or
work, or both? Is it used for one person or many? How often is it used? How big is it (hold in hand, carry in arms, too big to carry easily)? Pictures are so
important for this! Use pictures to scale.
Pupils learn a little about the history of one or two devices, using pictures and sizes, such as the computer (the computer used to add numbers that was as
big as a room, through to desktops, laptops, tablets) and phones (wired telephone, big mobile phone, phone and computer combined). They might view
how each was used in the past through short, scripted interviews, slides, pictures, videos, etc. Then see how it changed over time (for example, a phone
has gone from being stationary to mobile, it was just for phone calls and now it has lots of functionality).
Pupils work in pairs to plan their own digital device. What types of things will it do? Will it move or be stationary? Will it be used to learn something? Will it
be used to create something? Will it be used for work or play? Will it be used by children or adults? How big will it be?
Pupils learn about the conventions of drawing a digital picture (objects, moving objects, colours, saving, digital pens and brushes). This might be through a
simpler starting project linked to the wider curriculum.
Pupils digitally draw their own tech device and possibly record sound to say what it does.
Misconceptions
That digital technology is limited to computers and laptops – in fact, every device that has a microchip that stores instructions is digital technology. This
includes most kitchen appliances and cleaning machines. Although teachers should avoid this explanation for Y1 and stick to the devices in CO1.1A and B
for this module unless pupils ask.
Assessment opportunities
• Can pupils correctly describe what technology they use, as well as how it is used?
• Teachers assess the reasoning behind pupils’ devices by asking them questions about it.
• A short quiz about a historical device.
• Assess the final digital drawing.
• Assess pupils’ digital drawing skills.
Using Apps & Software Safely (half-term module to be completed after What Digital Technology Do We Use?)
Coverage
CO1.1C – Know about software applications (apps)
CN1.1A – Understand how to stay safe online, use technology respectfully and identify where to go for help and support when they have concerns about
content or contact on the Internet or other online technologies
IT1.1A – Select and use technology/software applications purposefully
Suggested overview
Revise the digital devices that they used for ‘What Digital Technology Do We Use’ project.
Sort them into multi-role or single-role devices.
Pupils should be able to describe how their family might use a multi-role device.
Introduce the idea of software packages/apps that can be used to carry out different tasks.
Pupils should create a video describing how they or their family use an app.
Video skills:
• keeping subjects in the picture frame
• avoiding unwanted background objects or people in the video
• filling most of the screen
• being able to start/stop the video
• crop a part of the start or end of the video
• play a video back.
Identify the difference between online and offline applications by using a generic game and sharing app.
Identify that people can hide their identities online.
‘Guess the person’ activity.
When we use an online app, what do we do if people make us feel uncomfortable or are unkind? Discussion and solutions to this question.
Pupil roleplays and videos provide responses to this question.
Misconceptions
That we can tell who a person is, or what they are really like, from communicating online with them.
Assessment opportunities
• Teachers assess pupils’ ability to describe the apps they or their family uses and what they use them for.
• Assess the videos created against the video skills mentioned above.
Introduction to Word Processing (half-term module)
Coverage
SS1.1A – Enter or edit text that is appropriate for a given context
IT1.1B – Organise, store, manipulate and retrieve digital content
IT1.1C – Create digital content
IT1.1D – Use sensible filenames
CO1.1D – Know about types of output devices (e.g. monitor, printer, data projector, speaker) (screen/data projector showing text, printer to print document)
Suggested overview
Pupils manipulate short, pre-prepared, text-only documents. This could be part of a letter, story paragraph, list or short poem for a wider cross-curricular
focus. While doing this, they should be learning how to save with well-chosen filenames so that they are able to easily retrieve their work.
They should use simple text creation and manipulation such as:
• text entry at the location of the cursor
• deleting text to left of the cursor using the backspace button or to the right of cursor using delete button on a PC or Chromebook (tablet
conventions vary but are similar)
• capitals and lower case entry
• changing size of the text (for a title or emphasis)
• single space between words
• bullet points for a list
• (optional others) bold, italics, aligning.
Pupils move on to creating their own documents for a real curricular purpose.
Planning support and ideas
Use the principles of ‘use, modify, create’ (Lee et al.) where pupils start with created documents that they modify and add to, such as a simple letter, story
paragraph, list, poem, etc. (suggested quality examples are included). Most of the formatting and text manipulation can be learnt and practised through
these examples. Teachers are encouraged to adapt examples to fit their curriculum.
Provide space in the module to explain where their documents are stored, how we can retrieve them and how to use sensible naming strategies. This
needs to be quality input, not just rushed at end of a lesson. (NOTE: there will be a networks module in Y2, so not too much detail is required here.)
Make sure the final third of the module includes pupils creating document for an area of the curriculum.
Misconceptions
We need to save documents with the user’s name – this is very common and arises because pupils don’t understand that they have their own space on the
system/network.
Teachers need to be encouraged to look at their own system’s saving routine – how many steps are there? If there are too many steps, then pupils will be
overloading their working memory trying to remember them. Can they prepare help steps cards (pictures or text, NOT both, to help pupils)? Cognitive load
theory.
Assessment opportunities
• Teachers observe pupils’ abilities to format prepared documents.
• Teachers assess pupils’ own work in final third.
• Online test, such as Kahoot, to identify what has been learnt in the context of text manipulation skills. This should include saving, retrieving and
understanding.