| Progression of skills – Computing |
Year 1 | Year 2 | Year 3 | Year 4 | Year 5 | Year 6 |
Computing systems and networks | - Identify technology
- Identify a computer and its main parts
- Use a mouse in different ways
- Use a keyboard to type
- Use the keyboard to edit text
- Create rules for using technology responsibly
| - Recognise the uses and features of information technology.
- Identify information technology in the home.
- Identify information technology beyond school.
- Explain how information technology benefits us.
- Show how to use information technology safely.
- Recognise that choices are made when using information technology.
| - Explain how digital devices function.
- Identify input and output devices.
- Recognise how digital devices can change the way we work.
- Explain how a computer network can be used to share information.
- Explore how digital devices can be connected.
- Recognise the physical components of a network.
| - Describe how networks physically connect to other networks.
- Recognise how networked devices make up the internet.
- Outline how websites can be shared via the World Wide Web.
- Describe how content can be added and accessed on the World Wide Web.
- Recognise how the content of the WWW is created by people.
- Evaluate the consequences of unreliable content.
| - Explain that computers can be connected together to form systems.
- Recognise the role of computer systems in our lives.
- Recognise how information is transferred over the internet.
- Explain how sharing information online lets people in different places work together.
- Contribute to a shared project online.
- Evaluate different ways of working together online.
| - Identify how to use a search engine.
- Describe how search engines select results.
- Explain how search results are ranked.
- Recognise why the order of results is important, and to whom.
- Recognise how we communicate using technology.
- Evaluate different methods of online communication.
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Creating media | - Describe what freehand tools do.
- Use the shape tool and the line tools.
- Make careful choices when painting a digital picture.
- Explain why I chose the tools I used.
- Use a computer on my own to paint a picture.
- Compare painting a picture on a computer and on paper.
| - Know what devices can be used to take photographs.
- Use a digital device to take a photograph.
- Describe what makes a good photograph.
- Decide how photographs can be improved.
- Use tools to change an image.
- Recognise that images can be changed.
| - Explain that animation is a sequence of drawings or photographs.
- Relate animated movement with a sequence of images.
- Plan an animation.
- Identify the need to work consistently and carefully.
- Review and improve an animation.
- Evaluate the impact of adding other media to an animation.
| - Identify that sound can be digitally recorded.
- Use a digital device to record sound.
- Explain that a digital recording is stored as a file.
- Explain that audio can be changed through editing.
- Show that different types of audio can be combined and played together.
- Evaluate editing choices made.
| - Recognise video as moving pictures, which can include audio.
- Identify digital devices that can record video.
- Capture video using a digital device.
- Recognise the features of an effective video.
- Identify that video can be improved through reshooting and editing.
- Consider the impact of the choices made when making and sharing a video.
| - Review an existing website and consider its structure.
- Plan the features of a web page.
- Consider the ownership and use of images (copyright).
- Recognise the need to preview pages.
- Outline the need for a navigation path.
- Recognise the implications of linking to content owned by other people.
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Data and information | - Label objects.
- Identify that objects can be counted.
- Describe objects in different ways.
- Count objects with the same properties.
- Compare groups of objects.
- Answer questions about groups of objects.
| - Recognise that we can count and compare objects using tally charts.
- Recognise that objects can be represented as pictures.
- Create a pictogram.
- Select objects by attribute and make comparisons.
- Recognise that people can be described by attributes.
- Explain that we can present information using a computer.
| - Create questions with yes/no answers.
- Identify the object attributes needed to collect relevant data.
- Create a branching database.
- Identify objects using a branching database.
- Explain why it is helpful for a database to be well structured.
- Compare the information shown in a pictogram with a branching database.
| - Explain that data gathered over time can be used to answer questions.
- Use a digital device to collect data automatically.
- Explain that a data logger collects ‘data points’ from sensors over time.
- Use data collected over a long duration to find information.
- Identify the data needed to answer questions.
- Use collected data to answer questions.
| - Use a form to record information.
- Compare paper and computer-based databases.
- Outline how grouping and then sorting data allows us to answer questions.
- Explain that tools can be used to select specific data.
- Explain that computer programs can be used to compare data visually.
- Apply my knowledge of a database to ask and answer real-world questions.
| - Identify questions which can be answered using data.
- Explain that objects can be described using data.
- To explain that formula can be used to produce calculated data
- To apply formulas to data, including duplicating
- To create a spreadsheet to plan an event
- To choose suitable ways to present data
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Creating media | - Use a computer to write.
- Add and remove text on a computer.
- Identify that the look of text can be changed on a computer.
- Make careful choices when changing text.
- Explain why I used the tools that I chose.
- Compare writing on a computer with writing on paper.
| - Say how music can make us feel.
- Identify that there are patterns in music.
- Describe how music can be used in different ways.
- Show how music is made from a series of notes.
- Create music for a purpose.
- Review and refine our computer work.
| - Recognise how text and images convey information.
- Recognise that text and layout can be edited.
- Choose appropriate page settings.
- Add content to a desktop publishing publication.
- Consider how different layouts can suit different purposes.
- Consider the benefits of desktop publishing.
| - Explain that digital images can be changed.
- Change the composition of an image.
- Describe how images can be changed for different uses.
- Make good choices when selecting different tools.
- Recognise that not all images are real.
- Evaluate how changes can improve an image.
| - Identify that drawing tools can be used to produce different outcomes.
- Create a vector drawing by combining shapes.
- Use tools to achieve a desired effect.
- Recognise that vector drawings consist of layers.
- Group objects to make them easier to work with.
- Evaluate my vector drawing.
| - Use a computer to create and manipulate three-dimensional (3D) digital objects.
- Compare working digitally with 2D and 3D graphics.
- Construct a digital 3D model of a physical object.
- Identify that physical objects can be broken down into a collection of 3D shapes.
- Design a digital model by combining 3D objects.
- Develop and improve a digital 3D model.
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Programming A | - Explain what a given command will do.
- Act out a given word.
- Combine forwards and backwards commands to make a sequence.
- Combine four direction commands to make sequences.
- Plan a simple program.
- Find more than one solution to a program.
| - Describe a series of instructions as a sequence.
- Explain what happens when we change the order of instructions.
- Use logical reasoning to predict the outcome of a program (series of commands).
- Explain that programming projects can have code and artwork.
- Design an algorithm.
- Create and debug a program that I have written.
| - Explore a new programming environment.
- Identify that each sprite is controlled by the commands I choose.
- Explain that a program has a start.
- Recognise that a sequence of commands can have an order.
- Change the appearance of my project.
- Create a project from a task description.
| - Identify that accuracy in programming is important.
- Create a program in a text-based language.
- Explain what ‘repeat’ means.
- Modify a count-controlled loop to produce a given outcome.
- Decompose a program into parts.
- Create a program that uses count-controlled loops to produce a given outcome.
| - Control a simple circuit connected to a computer.
- Write a program that includes count-controlled loops.
- Explain that a loop can stop when a condition is met, eg number of times.
- Conclude that a loop can be used to repeatedly check whether a condition has been met.
- Design a physical project that includes selection.
- Create a controllable system that includes selection.
| - Define a ‘variable’ as something that is changeable.
- Explain why a variable is used in a program.
- Choose how to improve a game by using variables.
- Design a project that builds on a given example.
- Use my design to create a project.
- Evaluate my project.
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Programming B | - Choose a command for a given purpose.
- Show that a series of commands can be joined together.
- Identify the effect of changing a value.
- Explain that each sprite has its own instructions.
- Design the parts of a project.
- Use an algorithm to create a program.
| - Explain that a sequence of commands has a start.
- Explain that a sequence of commands has an outcome.
- Create a program using a given design.
- Change a given design.
- Create a program using my own design.
- Decide how my project can be improved.
| - Explain how a sprite moves in an existing project.
- Create a program to move a sprite in four directions.
- Adapt a program to a new context.
- Develop my program by adding features.
- Identify and fix bugs in a program.
- Design and create a maze-based challenge.
| - Develop the use of count-controlled loops in a different programming environment.
- Explain that in programming there are infinite loops and count controlled loops.
- Develop a design which includes two or more loops which run at the same time.
- Modify an infinite loop in a given program.
- Design a project that includes repetition.
- Create a project that includes repetition.
| - Explain how selection is used in computer programs.
- Relate that a conditional statement connects a condition to an outcome.
- Explain how selection directs the flow of a program.
- Design a program which uses selection.
- Create a program which uses selection.
- Evaluate my program.
| - Create a program to run on a controllable device.
- Explain that selection can control the flow of a program.
- Update a variable with a user input.
- Use an conditional statement to compare a variable to a value.
- Design a project that uses inputs and outputs on a controllable device.
- Develop a program to use inputs and outputs on a controllable device.
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