Key Stage 2: A Guide To The Computing Curriculum
Key Stage 2: A Guide To The Computing Curriculum
Guide
Key Stage 2
A guide to The Computing Curriculum
Key Stage 2 Teacher Guide
Contents
4 Core principles
14 Pedagogy 16 Rubric
14 Lead with concepts 17 Adapting for your setting
4 Inclusive and ambitious
14 Work together
4 Research-informed 18 Resources
14 Get hands-on
4 Time-saving for teachers 18 Software and hardware
14 Unplug, unpack, repack
5 Structure of the units of work 18 Hardware
14 Model everything
5 The Computing Curriculum overview 18 Software
15 Foster program comprehension
5 Brief overview 19 Software and hardware overview
15 Create projects
6 Unit summaries 21 Raspberry Pi Foundation
15 Add variety
Key Stage 2 Teacher Guide | 1
Introduction
The Computing Curriculum is our complete bank of free The aims of The Computing Curriculum are as follows:
lesson plans and other resources that offer you everything
you need to teach computing lessons to all school-aged • Reduce teacher workload
learners. It helps you cover the full breadth of computing, • Show the breadth and depth of computing, particularly
including computing systems, programming, creating beyond programming
media, data and information, and societal impacts of • Demonstrate how computing can be taught well, based
digital technology. on research
• Highlight areas for subject knowledge and pedagogy
The 500 hours of free, downloadable resources within enhancement through training
The Computing Curriculum include all the materials you
need in your classroom: from lesson plans and slide decks The Computing Curriculum resources are regularly
to activity sheets, homework, and assessments. To our updated in response to teachers’ feedback. You can share
knowledge, this is the most comprehensive set of free your feedback at http://the-cc.io/feedback or by email to
teaching and learning materials for computing and digital resourcesfeedback@raspberrypi.org.
skills in the world.
Curriculum design | Key Stage 2 Teacher Guide | 2
Curriculum design
The approach reviewed examples of each of these from England and • Design and development — Understand the activities
beyond. All learning outcomes can be described through involved in planning, creating, and evaluating
Coherence and flexibility our computing taxonomy of eleven strands, ordered computing artefacts
The Computing Curriculum is structured in units. For alphabetically as follows: • Effective use of tools — Use software tools to support
these units to be coherent, the lessons within a unit computing work
must be taught in order. However, across a year group, • Algorithms — Be able to comprehend, design, create, • Impact of technology — Understand how individuals,
the units themselves do not need to be taught in a and evaluate algorithms systems, and society as a whole interact with
particular order, with the exception of units on • Artificial intelligence — Developing computer systems computer systems
programming, where concepts and skills rely on that determine the relationships between inputs and • Programming — Create software to allow computers
students’ prior learning and experiences. output in order to make predictions rather than to solve problems
following programmed instructions • Safety and security — Understand risks when using
Knowledge organisation • Computer networks — Understand how networks can technology, and how to protect individuals and
The Computing Curriculum uses our taxonomy of be used to retrieve and share information, and how systems
computing content to ensure comprehensive coverage of they come with associated risks
the subject. The taxonomy provides a way to look at and • Computer systems — Understand what a computer is, and Our taxonomy provides categories and an organised view
describe the subject of computing as a set of how its constituent parts function together as a whole of content to encapsulate the discipline of computing.
interconnected topics; it doesn’t define standards or • Creating media — Select and create a range of media Whilst all strands are present across all year groups in
curricula. There are, of course, many ways of organising including text, images, sounds, and video The Computing Curriculum materials, they are not always
the subject matter, implemented through exam • Data and information — Understand how data is taught explicitly.
specifications, textbooks, schemes of learning, and various stored, organised, and used to represent real-world
progression guides. For our computing taxonomy, we artefacts and scenarios
Curriculum design | Key Stage 2 Teacher Guide | 3
The units for key stages 1 and 2 are based on a spiral In The Computing Curriculum, we acknowledge that For each unit, the unit overview document shows the links
curriculum. This means that each of the themes is revisited physical computing plays an important role in modern between the content of the lessons and England’s national
regularly (at least once in each year group), and learners pedagogical approaches in computing, both as a tool to curriculum and the Education for a Connected World
revisit each theme through a new unit that consolidates engage learners and as a strategy to develop learners’ framework (the-cc.io/efacw). These references have been
and builds on prior learning within that theme. understanding in more creative ways. Additionally, physical provided to show where aspects relating to online safety,
computing supports and engages a diverse range of or digital citizenship, are covered within the The
This style of curriculum design reduces the amount of learners in tangible and challenging tasks. Computing Curriculum. Not all of the objectives in the
knowledge lost through forgetting, as topics are revisited Education for a Connected World framework are covered
yearly. It also ensures that connections are made even if The physical computing units in The Computing in the The Computing Curriculum, as some are better
different teachers are teaching the units within a theme in Curriculum are: suited to other subjects in England’s education system.
consecutive years. However, the coverage required for England’s computing
• Year 5 – Selection in physical computing, which uses
national curriculum is provided.
a Crumble controller
• Year 6 – Sensing movement, which uses a micro:bit
Schools should decide for themselves how they will ensure
that online safety is being managed effectively in their
setting, as the scope of this is much wider than just
curriculum content.
Curriculum design | Key Stage 2 Teacher Guide | 4
Computing systems
Creating media Programming A Data and information Creating media Programming B
and networks
Year 3 Connecting computers Stop-frame animation Sequencing sounds Branching databases Desktop publishing Events and actions
(3.1) (3.2) (3.3) (3.4) (3.5) in programs (3.6)
Year 4 The internet Audio production Repetition in shapes Data logging Photo editing Repetition in games
(4.1) (4.2) (4.3) (4.4) (4.5) (4.6)
Year 5 Systems and searching Video production Selection in physical Flat-file databases Introduction to Selection in quizzes
(5.1) (5.2) computing (5.3) (5.4) vector graphics (5.5) (5.6)
Year 6 Communication and Webpage creation Variables in games Introduction to 3D modelling Sensing movement
collaboration (6.1) (6.2) (6.3) spreadsheets (6.4) (6.5) (6.6)
1
Networks are not part of England’s key stage 1 national curriculum for computing, but the title is used as a strand across primary.
*The numbers in the brackets are a ‘quick code’ reference for each unit, e.g. 1.3 refers to the third Year 1 unit in the recommended teaching order.
Structure of the units of work | Key Stage 2 Teacher Guide | 6
Unit summaries
Computing systems
Creating media Programming A Data and information Creating media Programming B
and networks
Year 3 Connecting computers Stop-frame animation Sequencing sounds Branching databases Desktop publishing Events and actions
Identifying that digital Capturing and editing Creating sequences in Building and Creating documents by in programs
devices have inputs, digital still images to a block-based using branching modifying text, images, Writing algorithms and
processes, and outputs, produce a stop-frame programming language databases to group and page layouts for a programs that use a
and how devices can animation that to make music. objects using specified purpose. range of events to
be connected tells a story. yes/no questions. trigger sequences of
to make networks. actions.
Year 4 The internet Audio production Repetition in shapes Data logging Photo editing Repetition in games
Recognising the internet Capturing and editing Using a text-based Recognising how Manipulating digital Using a block-based
as a network of networks audio to produce a programming language and why data is images, and reflecting programming
including the WWW, and podcast, ensuring that to explore collected over time, on the impact of language to explore
why we should evaluate copyright is count-controlled loops before using data changes and whether count-controlled and
online content. considered. when drawing shapes. loggers to carry out the required purpose is infinite loops when
an investigation. fulfilled. creating a game.
Structure of the units of work | Key Stage 2 Teacher Guide | 7
Unit summaries
Computing systems
Creating media Programming A Data and information Creating media Programming B
and networks
Year 5 Systems and searching Video production Selection in physical Flat-file databases Introduction to vector Selection in quizzes
Recognising IT systems Planning, capturing, computing Using a database graphics Exploring selection
in the world and how and editing video to Exploring conditions to order data and Creating images in programming to
some can enable produce a short film. and selection using create charts to in a drawing program design and code an
searching on the internet. a programmable answer questions. by using layers and interactive quiz.
microcontroller. groups of objects.
Year 6 Communication Webpage creation Variables in games Introduction to 3D modelling Sensing movement
and collaboration Designing and Exploring variables spreadsheets Planning, developing, Designing and coding
Exploring how data is creating webpages, when designing and Answering and evaluating 3D a project that
transferred by working giving consideration coding a game. questions by using computer models of captures inputs from
collaboratively online. to copyright, spreadsheets physical objects. a physical device.
aesthetics, and to organise and
navigation. calculate data.
Structure of the units of work | Key Stage 2 Teacher Guide | 8
3.2 Stop-frame
computers
databases
3.4 Branching
animation
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 ✓ ✓ ✓ ✓ ✓
Structure of the units of work | Key Stage 2 Teacher Guide | 9
vector graphics
5.5 Introduction to
6.4 Introduction to
spreadsheets
6.5 3D modelling
collaboration
5.1 Systems and
computing
searching
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 ✓ ✓ ✓ ✓ ✓
Structure of the units of work | Key Stage 2 Teacher Guide | 10
Teaching order
The order in which to teach units within a school year is not
prescribed, other than for the two ‘Programming’ units for
each year group, which build on each other. It is
recommended that the ‘Programming’ and ‘Creating media’
units be revisited in two different terms within the school
year, so that the concepts and skills can be revisited and
consolidated. Otherwise, schools can choose the order in
which they teach the units, based on the needs of their
What Why
learners and other topics or events that are happening
throughout the school year, to make use of cross-curricular
links wherever possible.
Progression
This approach allows us to use the spiral curriculum Effective use of tools
approach (see the ‘Spiral curriculum’ section for more
information) to progress skills and concepts from one Impact of technology
year group to the next.
Safety and security
Progression | Key Stage 2 Teacher Guide | 12
Links:
Skill
Direct prerequisite
Links:
Scaffolding not Resources are updated regularly - the latest version is available at: the-cc.io/curriculum.
Direct
direct prerequisite
prerequisite
This resource is licensed by the Raspberry Pi Foundation under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International licence. To view a
Scaffolding not copy of thisare
Resources license, visit,regularly
updated see creativecommons.org/licenses/by-nc-sa/4.0/
- the latest version is available at: the-cc.io/curriculum.
direct prerequisite
This resource is licensed by the Raspberry Pi Foundation under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International licence. To view a
copy of this license, visit, see creativecommons.org/licenses/by-nc-sa/4.0/
Pedagogy | Key Stage 2 Teacher Guide | 14
Pedagogy
Computing is a broad discipline, and computing teachers Lead with concepts Get hands-on
require a range of strategies to deliver effective lessons to Support learners in the acquisition of knowledge, through Use physical computing and making activities that offer
their learners. Our pedagogical approach consists of 12 the use of key concepts, terms, and vocabulary, providing tactile and sensory experiences to enhance learning.
key principles underpinned by research: each principle has opportunities to build a shared and consistent Combining electronics and programming with arts and
been shown to contribute to effective teaching and understanding. Glossaries, c
oncept maps (the-cc.io/qr07), crafts (especially through exploratory projects) provides
learning in computing. and displays, along with regular recall and revision, can learners with a creative, engaging context to explore and
support this approach. apply computing concepts.
It is recommended that computing teachers use their
professional judgement to review, select, and apply Work together Unplug, unpack, repack
relevant strategies for their learners. Encourage collaboration, specifically using pair Teach new concepts by first unpacking complex terms
programming (the-cc.io/qr03) and peer instruction and ideas, exploring these ideas in unplugged and
These 12 principles are embodied by The Computing (the-cc.io/qr04), and also structured group tasks. Working familiar contexts, then repacking this new understanding
Curriculum, and you can find examples of their together stimulates classroom dialogue, articulation of into the original concept. This approach, called ‘semantic
application throughout the units of work at every key concepts, and development of shared understanding. waves’ (the-cc.io/qr06), can help learners develop a
stage. Beyond delivering these units, you can learn secure understanding of complex concepts.
more about these principles and related strategies in
The Big Book of Computing Pedagogy we have collated
(the-cc.io/pedagogy).
Pedagogy | Key Stage 2 Teacher Guide | 15
Assessment
Formative assessment Summative assessment writing skills. To this end, we have created the MCQs and
rubrics with great care. For the MCQs this involved, for
Every lesson includes formative assessment opportunities Every unit includes an optional summative assessment example, carefully choosing the wording and cultural
for you to use, and they are listed in the lesson plan. The framework in the form of either a multiple choice quiz references. For the rubrics it involved making them
formative assessments may be, for example, observations, (MCQ) or a rubric. The summative assessment materials focused on the purpose of application instead of the
questioning, or marked activities. We include these in can inform your judgement around what a learner has specific lesson context.
every lesson to ensure that you can recognise and understood in each computing unit, and could feed into
address learners’ alternate conceptions if they occur.You your school’s assessment process, to align with its Multiple choice quiz (MCQ)
can use the assessments to decide whether and how to approach to assessment in other foundation subjects.
adapt your teaching to suit the needs of the learners you Each question in the MCQ has been designed to
are working with. All units in The Computing Curriculum are designed to cover represent learning that learners are meant to achieve
both skills and concepts from across England’s computing within the unit. In writing the MCQs, we have followed the
At the beginning of every lesson, the learning objective and national curriculum. Units that focus more on conceptual diagnostic assessment approach to ensure that the
success criteria are introduced in the slides. At the end of development include MCQs as the optional summative assessment of the unit is useful for you to determine
every lesson, learners are invited to assess how well they assessment framework. Units that focus more on skills both how well your learners have understood the content,
feel they have met the learning objective using thumbs up, development end with a project and include a rubric. Within and what learners have misunderstood, if they have not
thumbs sideways, or thumbs down. This gives learners a the ‘Programming’ units, we have selected the assessment achieved as expected.
reminder of the content that they have covered, as well as framework (MCQs or rubric) on a best-fit basis.
a chance to reflect. It is also a chance for you to see how Each MCQ includes an answer sheet that highlights the
confident your class is feeling so that you can make The summative assessments are meant to give you alternate conceptions that learners may have if they have
changes to subsequent lessons accordingly. insight into your learners’ understanding of computing chosen a wrong answer. This ensures that you know
concepts and skills, as opposed to their reading and which areas to return to in later units.
Assessment | Key Stage 2 Teacher Guide | 17
Rubric
Resources
Computing is intrinsically linked to technology and Learners should experience using a range of digital choose an alterative, as screenshots and demonstration
therefore requires that learners experience and use a devices, which may include desktop, laptop, and tablet videos reflect the software referenced in the materials.
range of digital tools and devices. As we wrote The computers. Learners should also experience using
Computing Curriculum, we carefully considered the hardware designed for specific purposes, e.g. data The units of work include the use of free software that
hardware and software selected for the units. Our loggers, floor robots, and microcontrollers. would need to be installed on local computers, and
primary consideration was how we felt a tool would best software that is available as an online tool. Where
allow learners to meet learning objectives; the learning Several of The Computing Curriculum units require the software needs to be installed locally, schools will need
always came first and the tool second. The learning use of physical computing devices. This is in recognition to plan software installation in advance.
objectives are not designed to be tool-specific. of the growing importance of physical computing and
digital making and was part of our curriculum design Several of the units that use online tools require schools
To make the units of work more accessible to learners from the beginning. to sign up to free services in order to access the tools.
and teachers, the materials include screenshots, videos, This also allows learners the opportunity to save the
and instructions, and these are based on the tools listed Software projects that they are working on, and gives them the
in the table below. The list should not be seen as an skills that they need to manage their own usernames and
explicit requirement for schools. Schools may choose to If you do not wish to use the software recommended in the passwords as digital citizens. However, you need to
use alternative tools that offer the same features as units, you could use an alternative piece of software that ensure that you are comfortable using the software and
described in the units. All of the learning objectives can provides the same function. All learning objectives should managing accounts, and that the software is in line with
be met with alternative hardware and software, as the be achievable using alternative software, however, The your school’s policies about using online tools and how
learning objectives are not designed to be tool-specific. Computing Curriculum will contain a lot less support if you teachers will manage accounts.
Resources | Key Stage 2 Teacher Guide | 19
✓ Used for the unit — reflected in screenshots ● Could be used as an alternative + Data loggers that work with Chromebooks or tablets are available. Check with suppliers.
Resources | Key Stage 2 Teacher Guide | 20
Raspberry Pi Foundation
The Raspberry Pi Foundation is a UK-based charity with • The mindsets that enable them to confidently engage • Research: To deepen our understanding of how young
the mission to enable young people to realise their full with technological change and to continue learning people learn about computing and how to create with
potential through the power of computing and digital about new and emerging technologies digital technologies, and to use that knowledge to
technologies. increase the impact of our work and advance the field
Our long-term goals of computing education
Our vision is that every young person develops:
• Education: To enable any school to teach students about For more free support for teachers, including online
• The knowledge, skills, and confidence to use computers computing and how to create with digital technologies, courses to enhance your understanding of computing
and digital technologies effectively in their work, through providing the best possible curriculum, content and pedagogy, visit: raspberrypi.org/teach
community, and personal life; to solve problems and to resources, and training for teachers
express themselves creatively • Non-formal learning: To engage millions of young
• Sufficient understanding of societal and ethical issues people in learning about computing and how to create
to be able to critically evaluate digital technologies with digital technologies outside of school, through
and their application, and to design and use online resources and apps, clubs, competitions, and
technology for good partnerships with youth organisations
Resources are updated regularly - the latest version is available at: the-cc.io/curriculum.
This resource is licensed by the Raspberry Pi Foundation under a Creative Commons Attribution-NonCommercial-
ShareAlike 4.0 International licence. To view a copy of this license, visit, see creativecommons.org/licenses/by-nc-sa/4.0/.