At Queensbridge our aim is to provide an aspirational and innovative Computing Education which will equip our pupils to harness technology in a safe, purposeful and creative way.
Computing is concerned with how computers and computer systems work, and how they are designed and programmed. Pupils studying computing will gain an understanding of computational systems of all kinds. Computational Thinking provides insights into many areas of the curriculum, and influences work at the cutting edge of a wide range of disciplines.
Computational Thinking allows us to solve problems, design systems, and understand the power and limits of human and machine intelligence. Pupils who can think computationally are better able to conceptualise, understand and use computer-based technology, and so are better prepared for today’s world and the future.
Computing is a practical subject, in which invention and resourcefulness are encouraged. The ideas of computing are applied to understanding real-world systems and creating purposeful products. This combination of principles, practice and invention makes computing an extraordinarily useful and creative subject.
We are a lead school in the Network of Excellence in Computer Science Teaching (designated by BCS the Chartered Institute for IT).
With the aim providing a rich and exciting curriculum which stretches beyond the classroom we provide opportunities for children throughout the school to take part in a range of exciting trips and projects such as BETT, STEAM Day (Science Technology Engineering Art and Maths). We have volunteers from within our parent community as well as business partners who regularly run projects in school such as BBC Micro:bits and Lego Robots.
We have a team of dynamic ‘Digital Leaders’ (DLs) recruited from amongst our Key Stage 2 Pupils. Each year a new cohort applies for these prestigious positions and is interviewed by Governing Body. Our DLs have responsibility for driving forward innovation in technology at school and promoting online safety and how to use technology safely and responsibly. Their roles also include:
Researching, investigating and reviewing new software and hardware
Supporting Teaching and Learning in classes across the school
Liaising with Digital Leaders in other schools
We have a variety of after-school clubs which link to the Computing Curriculum, including Animation and Coding Club, as well as whole school cross-curricular projects such as – ‘Bringing Writing Alive’ where children’s stories are animated using stop motion animation. As part of their computing curriculum our children are taught how to:
We have identified four main areas in our computing curriculum:
To Code; To Connect; To Communicate; To Collect. These strands ensure that our children will leave primary school able to achieve the aims outlined in the National Curriculum Programme of Study as follows:
can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems
can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems
are responsible, competent, confident and creative users of information and communication technology