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Computing the new curriculum1

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COMPUTING THE NEW CURRICULUM
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Page 1: Computing the new curriculum1

COMPUTING THE NEW CURRICULUM

Page 2: Computing the new curriculum1

The new curriculum for Computing Sept 2014

Statutory from Sept 2014Many schools are already implementing this https://www.gov.uk/government/publications/national-curriculum-in-england-computing-programmes-of-study Highlight key phrases/terms Old ICT curriculum 1999 http://dera.ioe.ac.uk/4403/1/cICT.pdfCompare and contrast - ICT and computing Why the change from ICT to computing? Look at new KS3/4 PoS (why?) Implications/thoughts/comments?

Page 3: Computing the new curriculum1

To use the computer for a purpose.

Benefits of control & programming activities

To understand how things work,• to make them work, • to know what to do if something goes wrong.

To be producers and creators not just consumers. Computers & devices we use are not magical

- they need precise instructions in order to perform a task.

Designing a control system or game involves higher order thinking skills

- planning- collaboration- problem solving- logical thinking testing- refining- improving- Pupils will discover that there can be more than one correct

answer.- Good for cross curricular links.

Page 4: Computing the new curriculum1

What is Computing Education??

Computing is the combination of:• Digital literacy• Information Technology• Computer Science

More of a focus on IT and CS

using investigation, experimentation, problem solving, learning the ‘craft’ of coding, planning, writing, testing, debugging etc

Children are capable users and producers, digitally literate, digital citizens.

Page 5: Computing the new curriculum1

Computing and CS - where do I start?

• Encourage children to answer ‘what if…’ questions. (What happen if I switch this on)

• Helps them to become problem solvers and problem creators

• Programming, control tech, game design challenges children and teachers, but is incredibly inspiring.

• You do not need to know the answers to everything!

• Programming lends itself well to the approach of letting children explore for themselves the different possibilities.

• How can we facilitate this?

Page 6: Computing the new curriculum1

Getting started

Physical activities involving sequencing and directions• Remote control toys, ‘floor robots’ or

programmable toys(beebots/roamer/probots/pixie)

Children can experiment moving toys and Robots from one place to another.

They are learning about: directions, distance, planning, routes, predicting, order, sequencing anything else?

Page 7: Computing the new curriculum1

Activities at EYFS & KS1

Non electronic sequencing activities and PE sessions:

• Playing counting games, counting steps forwards, backwards, left or right.

• Develop awareness of direction and turn.

• Talking about directions when travelling somewhere e.g. how you get to school

• Making and using maps, including key landmarks.

• Following and planning dance routines.

• Planning a trail (classroom or outside) and following it.

• Human robot activities

Page 8: Computing the new curriculum1

Activities at EYFS & KS1

• Electronic remote control and relational toys a) Simple turn on/off devices e.g. torch b) Then more functions e.g. washing machine, toaster, microwave, camera. c) More values/choices e.g. tape recorder, photocopier, TV, radio.

• Instructions – following and giving e.g. Cooking recipes, sequencing games, puzzles, blindfold, use toys and puppets.

• Story context e.g. Incy Wincy spider, red riding hood avoiding the wolf etc.

• Structured and free play activities.• Simple programmable toys or floor robots e.g. Pixie, BeeBot.• More complex programmable robots e.g. Roamer, Probot.

Page 9: Computing the new curriculum1

Activities at EYFS & KS1/2

• After programming robots, the next step can be an on-screen representation, or ideally, combining abstract & physical activities.

• Simple programing software e.g. 2Go by 2Simple, Focus on Beebot.

• • Online activities e.g. guiding a spaceship to a planet

or finding your way through a maze. http://www.iboard.co.uk/activities/path/controlling-and-modelling/subject/ict

• Then move onto more complex programming software.

Page 10: Computing the new curriculum1

TES IBOARDShttp://www.iboard.co.uk/activities/page/2/subject/ict/years/4-7/path/controlling-and-modelling

Cheese Sniffer Chameleon

Flycatcher Lilly Hop Mole

Maze Space Hunt

Page 13: Computing the new curriculum1

Themes of new PoS

• Computer Science• Computational thinking• Coding/programming• Networks and the Internet• Communication and collaboration

Creativity• Productivity• Design, criticality, responsibility

h

Page 14: Computing the new curriculum1

Computational thinking explained

Algorithm is a step-by-step procedure for calculations. Decomposition also known as factoring, refers to the process by which a complex problem or system is broken down into parts that are easier to conceive, understand, program, and maintain. Abstraction is the art of taking the details out of a problem so that you can make a solution work for many things. Generalised patterns/pattern recognition is the ability to notice similarities or common differences that will help us make predictions or lead us to shortcuts.

http://games.thinkingmyself.com/

Page 16: Computing the new curriculum1

Introducing algorithms

.......a step-by-step procedure for calculations.…….a series of actions to perform to get a job done.…….coming up with sequences that guarantee particular jobs are done.…….devising efficient ways of doing things:

• two different ways of doing something could both guarantee to get the job done but one may be quicker than the other and so better.

Page 17: Computing the new curriculum1

Algorithms

KS1: understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.

KS2: use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.

Page 18: Computing the new curriculum1

Our own getting up algorithm

Sandwich Bot: Program your teacher to make a Jam Sandwichhttp://code-it.co.uk/unplugged/writesandwichalgorithm2.pdff Video: http://www.youtube.com/watch?v=leBEFaVHllE

Page 19: Computing the new curriculum1

Using word tools

Make an algorithm for getting up in the morning

Page 20: Computing the new curriculum1

New PoS for computing Sept 2014

Summary so far

• Many schools are implementing this now • Not just about coding/programming - much broader focus on

computer science, digital literacy and information technology

• Computational thinking: being able to think like a computer scientist

• Practical experience for children is important but computational thinking doesn’t necessarily need computers

• Understanding of hardware and networking, searching, digital citizenship, e-safety.

• Assessment - no levels - use AfL to show all children have achieved expectations of PoS by end of KS.

Page 21: Computing the new curriculum1

Computing curriculum at KS2

Have another look……

Writing, testing and refining more complex programs that include:

• Selection, repeat, variables, inputs, outputs

Understand networks and search technologies

Design and create a range of programs, systems and content that accomplish given goals

Page 22: Computing the new curriculum1

Understanding the bigger picture

Computers get things done by a machine executing a program, written in some language.

Much of the power of computers comes from their ability to store and manipulate very large amounts of data.

Computers are communication devices.

Computers are part of a wider context.

Page 23: Computing the new curriculum1

"There are 10 kinds of people in the world, those who understand binary numbers, and those

who don't."

Data in computers is stored and transmitted as a series of zeros and ones. A binary number is made up of only 0s and 1s. How can we represent words and numbers using just these two symbols? 0 1 0 0 1 = ?

http://www.bbc.co.uk/programmes/p0166rgs

Page 24: Computing the new curriculum1

Activities at KS2

Progression EYFS - KS2:• from a 'concrete' hands on approach • and writing basic sequences of instructions• to an on-screen simulation• and to writing more complex programs.

Programmable robots & mats

Linking models, inputs and outputs including sensors (data logging).

Software examples:-

Focus on Beebot – 2DIY- LOGO & ‘turtle’ programs - Kodu- Roamer world Scratch- Flowol 4 – Alice - Junior Control Insight- Python

Page 25: Computing the new curriculum1

Software links

Focus on Beebot http://www.focuseducational.com/category/Bee-Bot-Resources/6 2DIY https://www.2simple.com/2diy/ LOGO & ‘turtle’ programs http://el.media.mit.edu/logo-foundation/products/software.htmlRoamer world http://www.valiant-technology.com/uk/pages/roamer_rworld.phpScratch http://scratch.mit.edu/ Junior Control Insight http://www.logotron.co.uk/controljnr/Flowol 4http://www.flowol.com/Flowol4.aspx Alice http://www.alice.org/index.php Kodu http://www.kodugamelab.com/

Page 26: Computing the new curriculum1

Subject knowledge?

1 The web is not the Internet 2 Programming is much more than coding 3 Computer Science is much more than programming

If you didn’t know 1, 2, 3 then you will need to improve your subject knowledge!!

Only then can you start to look for ways to teach/work with the children…. Recommended resource for subject knowledge: http://www.computingatschool.org.uk/data/uploads/ComputingCurric.pdf

http://www.bbc.co.uk/programmes/b01r9tww/clips

Page 27: Computing the new curriculum1

Computing challenge!

How do computers work?

How is information stored?

How do devices communicate with each other? ?

Is there a difference between data & information?

Network challenge: Can you draw the internet?

Google challenge: How do search engines work?

You have 15 mins - then present your findings…….

Page 28: Computing the new curriculum1

To use the computer for a purpose.

Benefits of control & programming activities

To understand how things work,• to make them work, • to know what to do if something goes wrong.

To be producers and creators not just consumers. Computers & devices we use are not magical

- they need precise instructions in order to perform a task.

Designing a control system or game involves higher order thinking skills

- planning- collaboration- problem solving- logical thinking testing- refining- improving- Pupils will discover that there can be more than one correct

answer.- Good for cross curricular links.

Page 29: Computing the new curriculum1

New curriculum + assessment

“By the end of each key stage, pupils are expected to know, apply and understand the matters, skills and processes specified in the relevant programme of study.” (NC, 2013)

The levels/attainment targets have been abolished and not replaced.

It is expected that ALL children will be able to do what’s in the PoS by the end of each KS. The recommendation is that AfL will be built into the curriculum.

Different for SEN pupils for whom P-Levels should still be used as the AT if their achievement is at that level

. There are no P-Levels for computing at present so use ICT ones and check with school for guidance.

‘Ofsted’s inspections will be informed by whatever pupil tracking data schools choose to keep’. (DfE, 2013)

Page 30: Computing the new curriculum1

Resources for teaching CS/Computing

Computing ITT & CPD wiki: https://sites.google.com/site/primaryictitt/home The Computing At School Working Group (CAS) is a grass roots organisation that aims to promote the teaching of Computing at school. http://www.computingatschool.org.uk/ Computer science without a computer: http://csunplugged.org/ Phil Bagge’s Computer Science site: http://code-it.co.uk/ Rethinking ICT Wiki: http://rethinkingict.wikispaces.com/ International Society for Technology in Education (ISTE) is the largest teacher-based, non-profit organisation in the field of educational technology. http://www.iste.org/learn/computational-thinking


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