Learning to read so we can read to learn and gain pleasure is at the heart of all areas of the curriculum. Early reading is therefore our first, foremost and central priority in school so all children are readers. Books are enjoyed and used across all curriculum areas as highly valued hooks, tools and a way of escaping in to other worlds, times, places and situations.
Welcome to our Computing Page
Here you will see how our exciting Computing curriculum enriches and deepens our understanding of technology in society today.
Throughout school, we are using the Purple Mash software to develop our computer programming skills. We learn how to create specific algorithms, problem solve and fix algorithms in order to design and create our own computer games.
Here are examples of our learning journey's...
We have been thinking about the meaning of the term 'algorithm'. We began the unit by thinking about how clear instructions need to be in order for them to be successful. We 'programmed' each other around a course on the playground - giving very careful instructions! We then used the same principles to programme BeeBots to move around a course, before moving on to starting the coding unit on Purple Mash, completing the first few activities as a class. We have so far learnt to use instructions to direct, and create a simple algorithm.
Our Year 3 Learning Journey:
I can explain what coding is and understand its purpose.
- I can use timers within a code to create differing effects.
- I can use appropriate coding vocabulary (such as ‘object’, ‘action’, ‘output’, ‘control’ and ‘event’) to describe a code.
- I can create a programme with an object that repeats actions indefinitely.
- I can use a timer to make characters repeat actions.
- I can explore the use of the repeat command and how this differs from the timer.
Computing: Coding Crash Course
- I can explain what coding is and define the vocabulary: algorithm, sequence, repeat, input and output.
- I can use 2code to create simple codes and experiment with repeated actions, timers and commands, explaining my understanding.
- I can explain what a variable is in programming and explore number and string variables.
- I can use the design, code, execute and refine process to create my own program.
Here we can see Year 3 children sharing human algorithms before making their own on the computer and images of Year 6 coding.
Year 3 Crash Coding
Crash Coding in Year 4
Staff undertook a learning walk of the school with a focus on computing. The impact of our curriculum remap and introduction of computing continuous provision is evident.
KS1 use Computing daily to enrich their routines and curriculum- including using a Dojo rewards, telling the time, using online programmes to support learning and to meet key objectives in the computing curriculum.
Examples of Computing in KS2
Lower Key Stage 2 evidence shows children accessing online programmes to support fluency and competency in Maths and Spelling, and opportunities to develop typing skills.
Upper Key Stage 2 photographs show how children use a rota to encourage use of online programmes to support learning, to word process their written work and to develop fluency using a keyboard.
This evidence of computing shows that children access the class computers as part of the topic curriculum and to develop their fluency when typing after working in a Writing Conference.
Computing and Science
In Science, children have been navigating a new website and using their typing skills to create word clouds. Their objective was to use key words from their learning about why NASA explore Space. They enjoyed using their ICT skills to demonstrate their scientific understanding.
Continuous Provision and Computing
The Computing curriculum is in some parts taught through continuous provision to ensure rehearsal and fluency in important skills such as typing, navigating the internet, discerning information appropriately and creating presentations for example. Children work on the computers across the curriculum on a rota basis to ensure that computing skills are used meaningfully, being supported and guided to consolidate existing skills and develop new learning.
We are the West Wakefield Schools' APP Challenge Champions - Follow this link to find out more!
Have a watch of these videos -
A team of digital whizz-kids from Sandal Castle VA Community Primary School have been chosen by industry experts today to develop the next big health app.
Youngsters from six of the District’s primary schools were taking part in the finals of Schools App Challenge; an annual competition to create new health apps ‘designed by kids, for kids.’ Now in it’s third year with plans to go national later this year, Schools App Challenge is a digital skills, health and wellbeing competition to inspire young minds and improve health outcomes for 7-11 year olds.
Ben, Nicole, Lara, Hayley, James and Jake, all year six pupils from Sandal Castle, couldn’t believe their luck when a panel of judges from Microsoft, the NHS and Public Health selected their mental health idea, aptly named ‘Peaceful Paradise,’ to go forth and be developed this summer.
Over 1,000 year six children, their friend and families here in Wakefield have been part of the competition hosted by local GP federation, West Wakefield Health and Wellbeing. Since it began, two health apps co-designed by local youngsters have been launched and available for download on iOS, android and Windows. Sandal Castle’s concept will become part of the already popular ‘Healthy Island’ app, co-designed and launched by last year’s winners, Horbury Bridge Academy.
If developing and seeing their own ideas come to life wasn’t enough, runners up from Ossett South Parade, together with the winners from Sandal Castle, can also look forward to a behind-the-scenes exclusive day at Microsoft’s Rare Studios learning how the games of tomorrow are made.
Reflecting on what was a hugely difficult judging process, Dr Chris Jones, Programme Director at West Wakefield, and one of the judges, said: “Once again, we’ve been blown away by the standard of entries from such incredibly talented youngsters. Every single team had meticulously considered not just how to convey important key health messages but how they could get these across in a fun way, that only kids know how.”
West Wakefield Project Lead, Emma Savage said: “The App Challenge doesn’t just stop on the screen or in the school playground. It’s about how we encourage our youngsters to keep active, stay healthy and continue these behaviours at home and into later life. We are hugely excited about this competition going nationwide from next school year so it can benefit thousands more families across the country.”
Stay tuned for further post-event reaction from the winners, judges and schools that took part in today’s finals at Unity Works, Wakefield in our official video – coming soon!
Wakefield Schools APP Challenge - West Wakefield Health and Well-being 2016
Healthy Island APP
A competition across Wakefield schools, to create a new health ‘app’ which is designed by children, for children. Our children had an open brief and had to work together as a team to decide how best to design and deliver their ideas, which demonstrated how best to reinforce clear health messages around getting and staying healthy and maintaining good oral health. Their presented their ideas to a panel of experts including health experts, peers and teachers. The chosen group then presented their concept, in greater depth to a panel complete with experts. Our children were chosen as joint winners, due to their excellent design and gaming concepts.
The impact on our children was significant. They were fully engaged, enthused and determined throughout the entire process; wanting to succeed. They developed their understanding of e-safety, coding and gaming skills as well as demonstrating their amazing creativity! All children demonstrated their strong and effective communication and team work skills. A huge increase in their understanding of health and its importance were seen, as children completed a lot of research and found out current significant facts. Children’s confidence grew dramatically as the project developed and were eager to develop and use their app to improve their own health and well-being.