Computing Skills

Upon completing Step Two pupils:

  • know that constant pressing on a switch/spacebar/ button may affect the outcome.
  • know anticipated actions in a sequence or building activity.
  • know that the control device causes the change of action.
  • know that different responses are triggered by pressing and not pressing.
  • know that one single action – click/button/space bar press/touch – is a complete action. 
  • know, and can point to, favourite images and respond to favourite sounds.
  • know when the whole activity is completed.
  • know how to follow two simple directions
  • can stop to look at the screen.
  • can use their fingers to press a control device with help.
  • can press and release control device with verbal prompt and a visual prompt.
  • can activate the control device in order to achieve a desired effect.
  • can operate a control device in response to visual or auditory prompt.
  • can push objects with some control to another person.
  • can take turns in a game with adult support.
  • can copy a simple rhythm.
  • can look for an object on screen.
  • can recognise themselves in photograph.
  • can listen with headphones.
  • can listen to themselves on a recording.
  • can respond to changes of sound/music.
  • can show a preference for particular videos.

Upon completing Step Three pupils:

  • know a switch needs to be pressed at a particular point to achieve a desired result.
  • know how to use remote controlled toys.
  • know how to interact in an on-screen game with other pupils and adults.
  • know how to use visual timetables.
  • know about the software or device they will use for a specific purpose.
  • can use switch operated toys.
  • can recognise themselves in video.
  • can show some independence when operating a device.
  • can recognise themselves on audio.

Upon completing Step Four pupils:

  • know how to recognise common ICT objects in different settings (phone/TV/touch screen).
  • know how to handle equipment with care.
  • can be flexible and accept new equipment and situations.
  • can use a remote controlled toy independently.
  • can press a switch repeatedly at the appropriate time.
  • stop activating a switch/button when the action is complete.

Upon completing Step Five pupils:

  •  know that certain equipment has sound.
  •  can use a remote control to change the volume etc.
  •  can record speech to describe an event/picture.

Upon completing Step Six pupils:

  • know how to select and close down software appropriately.
  • know and use the vocab associated with familiar software.
  • know how to save their work.
  • know about the use of ICT in the community – traffic lights, alarms, intercom.
  • can use a calculator to enter numbers.
  • can log on to familiar websites.
  • can double click the mouse.
  • can use scroll bars.
  • can explore a design package by selecting the full range of tools and inserting text.
  • can search for information using a search engine.
  • can edit text using the cursor.
  • can insert letters/ select text styles and size.
  • can import a picture to a word document.

Upon completing Stage One pupils:

  • know what algorithms are, how they are implemented as programs on digital devices, and that programs execute by following precise and unambiguous instructions
  • know how we benefit from rules that keep us safe when using technology.
  • know some of these rules that keep us safe when using technology.
  •  know rules to keep us safe and healthy when we are using technology in and beyond the home
  • know how technology help us.
  • know what a keyboard is for.
  • know examples of technology in the classroom.
  • know the main parts of a computer.
  • can switch on and log into a computer.
  • can use a mouse to click and drag.
  • can use a mouse to open a program.
  • can save their work to a file.
  • can use the arrow keys to move the cursor.
  • can match a command to an outcome.
  • can predict the outcome of a command on a device.
  • can run a command on a device.
  • can follow an instruction.
  • can give directions.
  • can recall words that can be acted out.
  • can compare forwards and backwards movements.
  • can predict the outcome of a sequence involving forwards and backwards commands.
  • can start a sequence from the same place.
  • can compare left and right turns.
  • can experiment with turn and move commands to move a robot.
  • can predict the outcome of a sequence involving up to four commands.
  • can choose the order of commands in a sequence.
  • can design a program.
  • can run a program.
  • can debug a program.
  • can explain what their program should do.
  • can find which commands to move a sprite or robot.
  • can use commands to move a sprite or robot.

Upon completing Stage Two pupils:

  • know some uses of computers.
  • know examples of computers.
  • know that a computer is a part of Information Technology.
  • know examples of IT.
  • know that some IT can be used in more than one way.
  • can sort school IT by what it’s used for.
  • know about uses of IT.
  • can demonstrate how IT devices work together.
  • can recognise common types of technology.
  • can list different uses of information technology.
  • know how rules can help keep them safe when using IT.
  • can follow instructions given by someone else.
  • can give clear and unambiguous instructions.
  • can create different algorithms for a range of sequences (using the same commands).
  • can show the difference in outcomes between two sequences that consist of the same commands.
  • can use an algorithm to program a sequence on a floor robot or sprite.
  • can compare their prediction to the program outcome.
  • can follow a sequence.
  • can predict the outcome of a sequence.
  • can create an algorithm to meet a goal.
  • can explain what their algorithm should achieve.
  • can use their algorithm to create a program.
  • can plan algorithms for different parts of a task.
  • can put together the different parts of their program.
  • can test and debug each part of the program.

Upon completing Stage Three pupils:

  • know that digital devices accept inputs.
  • know that digital devices produce outputs.
  • know the benefits of computer networks.
  • can classify input and output devices.
  • can describe a simple process.
  • can follow a process.
  • can recognise similarities between using digital devices and non-digital tools.
  • can suggest differences between using digital devices and non-digital tools.
  • can recognise different connections.
  • can demonstrate how information can be passed between devices.
  • can recognise that a computer network is made up of a number of devices.
  • can identify how devices in a network are connected together.
  • can identify networked devices around them.
  • can explain that objects in Scratch have attributes (linked to).
  • can identify the objects in a Scratch project (sprites, backdrops).
  • can recognise that commands in Scratch are represented as blocks.
  • can create a program following a design.
  • can create a sequence of connected commands.
  • can explain that the objects in their project will respond exactly to the code.
  • can start a program in different ways.
  • can combine sound commands.
  • can explain what a sequence is.
  • can order notes into a sequence.
  • can build a sequence of commands.
  • can decide the actions for each sprite in a program.
  • can implement their algorithm as code.
  • can match a piece of code to an outcome.
  • can modify a program using a design.
  • can test a program against a given design.
  • can evaluate their project.
  • can implement my design.
  • can make design choices and justify them.

Upon completing Stage Four pupils:

  • know how information is shared across the internet.
  • know that the internet as a network of networks.
  • know why a network needs protecting.
  • know that the internet is used to provide many services.
  • know that the World Wide Web contains websites and web pages.
  • know how to access websites on the WWW.
  • know where websites are stored when uploaded to the WWW.
  • can explain the types of media that can be shared on the WWW.
  • can describe networked devices and how they connect.
  • know that websites and their content are created by people.
  • know that there are rules to protect content online.
  • know that not everything on the World Wide Web is true.
  • know why they need to think carefully before they share or reshare content.
  • know that some information they find online may not be honest, accurate, or legal.
  • can recognise that they can add content to the WWW
  • can program a computer by typing commands
  • can test their algorithm in a text-based language.
  • can use a template to create a design for their program.
  • can write an algorithm to produce a given outcome.
  • can use a count-controlled loop to produce a given outcome.
  • can choose which values to change in a loop.
  • can identify the effect of changing the number of times a task is repeated.
  • can predict the outcome of a program containing a count-controlled loop.
  • can explain that a computer can repeatedly call a procedure.
  • can use a procedure in a program.
  • can design a program that includes count-controlled loops.
  • can develop a program by debugging it.
  • can refine the algorithm in their design.

Upon completing Stage Five pupils:

  • know that a computer system features inputs, processes, and outputs.
  • know that systems are built using a number of parts.
  • know the benefits of a given computer system.
  • know that tasks that are managed by computer systems.
  • can identify the human elements of a computer system.
  • know that data is transferred over networks in packets.
  • know that networked digital devices have unique addresses.
  • know that data is transferred using agreed methods.
  • know that the internet allows different media to be shared.
  • know that connected digital devices can allow us to access shared files stored online.
  • know how the internet enables effective collaboration.
  • can compare working online with working offline.
  • can make thoughtful suggestions on their group’s work.
  • can suggest strategies to ensure successful group work.
  • can identify different ways of working together online
  • can recognise that working together on the internet can be public or private.
  • can design sequences that use count-controlled loops.
  • can use a count-controlled loop to control outputs.
  • can design a conditional loop.
  • can explain that a condition being met can start an action.
  • can identify a condition and an action in their project.
  • can use selection (an ‘if…then…’ statement) to direct the flow of a program.
  • can create a detailed drawing of their project.
  • can describe what their project will do.
  • can identify a real-world example of a condition starting an action.
  • can use selection to produce an intended outcome.
  • can create multiple questions about the same field.
  • can identify conditions in a program.
  • can modify a condition in a program.
  • can recall how conditions are used in selection.
  • can create a program with different outcomes using selection.
  • can identify the condition and outcomes in an 'if... then… else...' statement.
  • can use selection in an infinite loop to check a condition.
  • can design the flow of a program which contains ‘if… then… else…’.
  • can explain that program flow can branch according to a condition.
  • can show that a condition can direct program flow in one of two ways.
  • can identify the outcome of user input in an algorithm.

Upon completing Stage Six pupils:

  • know why we need tools to find things online.
  • know that a search engine follows rules to rank relevant pages.
  • know that search results are ordered.
  • know some of the criteria that a search engine checks to decide on the order of results.
  • can compare results from different search engines.
  • can complete a web search to find specific information.
  • can refine their search.
  • can relate a search term to the search engine’s index.
  • know some of the ways that search results can be influenced.
  • know how search engines make money.
  • know some of the limitations of search engines.
  • can choose methods of communication to suit particular purposes
  • know the different ways in which people communicate.
  • know that there are a variety of ways of communicating over the internet.
  • can compare different methods of communicating on the internet.
  • can decide when they should and should not share.
  • know that communication on the internet may not be private.
  • can explore a website.
  • know that websites are written in HTML.
  • can draw a web page layout that suits their purpose.
  • know the common features of a web page.
  • can add content to their own web page.
  • can create algorithms for my computer game project.
  • can explain their design choices.
  • can choose a name that identifies the role of a variable.
  • can extend my game further using more variables
  • can determine the flow of a program using selection.
  • can identify examples of conditions in the real world.
  • can experiment with different physical inputs
  • can use a condition to change a variable"
  • can explain the importance of the order of conditions in else, if statements.
  • can modify a program to achieve a different outcome.
  • can use an operand (e.g. <>=) in an if, then statement.
  • can decide what variables to include in a project.
  • can use a range of approaches to find and fix bugs.