Computing at KS2 ensure pupils enhances their skills and allows them to be further exposed to, have skills within and understand Computer Science, Digital Literacy and Information Technology. It builds upon their capabilities and further develops them as computational thinkers, preparing them for KS3 and the world beyond.
Below is the subject content for Computing at KS2 taken from the National Curriculum (2013):
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.
It is undeniably evident that children within KS2 should continue to develop their computing skill set they gained within KS1. That said, programs such as Scratch, Purple Mash and more advanced apps including Google Earth, Eye in the Sky and Morfo will challenge and enhance their learning. However, computing ‘unplugged’, in which computing is taught remotely, allows pupils to understand complex terms in innovative ways, for example within PE or Geography and then these skills can be transferred to hands on computing lessons.
Within KS2, pupils can become more independent and design and develop their own computing games whilst the teacher scaffolds the lesson. It can involve trial and error In which a target is set and the pupils must meet that target, incorporating computational thinking, or on the other hand, the teacher can explicitly guide the students through the processes and software. In addition, KS2 computing can be used to enhance skills within other lessons such as presentations on PowerPoint and creating posters/leaflets on Publisher and Word.
There is also an increased focus on E-Safety within KS2 as pupils begin to create social media profiles and explore worldwide community games and apps. Therefore, children must know how to report concerns and understand privacy settings and what is acceptable on the internet.