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Next week is half term we are back on Monday 3rd June. School clubs will be running from the first week back.

Computing Curriculum

At Arnold Mill Primary School we believe that computational thinking is vital in helping children to solve problems, design systems, and understand the power and limits of human and machine intelligence. We believe it is a skill that empowers, and one that all pupils should be aware of and develop competence in. 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 future.


Our Vision

  • Children will understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.

  • Children will be able to evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.

  • Pupils will be equipped to use information technology to create programs, systems and a range of content.

  • We aim to ensure that children are responsible, competent, confident and creative users of information and communication technology.

  • Children will become independent and skilful users of digital technology and will be outward looking and forward thinking in this technological age.

  • To equip all learners with the experiences and skills of computing that they will use in a rapidly changing technological world and to engage children through enriched multi-media learning experiences.

  • We aim to ensure that teachers develop confidence and competence to use digital technology in the effective teaching of their subject.

  • Children will become digitally literate. They will be able to use, and express themselves and develop their ideas through, information and communication technology, at a level suitable for future workplace and as active participants in a digital world.


    “A high quality computing education equips pupils to understand and change the world through computational thinking. It develops and requires logical thinking and precision. It combines creativity with rigour: pupils apply underlying principles to understand real-world systems, and to create purposeful and usable artefacts,”

    Computing Curriculum, Programmes of Study, 2013


    Information and communication technology is an integral part of the national curriculum and is a key skill for everyday life. Computers, tablets, programmable robots, digital and video cameras are a few of the tools that can be used to acquire, organise, store, manipulate, interpret, communicate and present information. At Arnold Mill Primary School we recognise that pupils are entitled to quality hardware and software and a structured and progressive approach to the learning of the skills needed to enable them to use it effectively.


    The aims of ICT are to enable children to:

  • Become creative, logical, critical thinkers, who reason systematically and work collaboratively. Risk taking and innovation will be enriched through the computer science.

  • Analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems.

  • Appreciate the relevance of digital literacy in our society and that they see it as an essential tool for learning, communication, finding information and for controlling and understanding their environment.

  • To explore their attitudes towards computing and its value to them. For example, to learn about issues of security, confidentiality and accuracy. As children‛s confidence grows they will be able to make informed and discerning choices about their use of information technology.


To find out more about the Computing Curriculum at Arnold Mill, please find the Computing Curriculum Vision Statement below.

Software used in school


MIT's Scratch - Developed to help introduce learners to the world of coding, Scratch is a GUI (Graphic User Interface) based programming language. Pupils in KS2 will start to use Scratch to develop their own computer games of increasing complexity which draw upon fundamental aspects of programming such as variables, loops and conditions. Click here to download it for free. 



Kodu – Microsoft have developed Kodu, which allows pupils to program their own games within their own 3D worlds which they can sculpt using the landscape building tool. Key coding concepts such as loops, conditions and variables are incorporated. Kodu can be download free from http://www.kodugamelab.com

Useful Subject Knowledge


Algorithm - An algorithm is a precisely defined procedure- a sequence of instructions, or a set of rules, for performing a specific task (e.g instructions for making a sandwich).


Control - Using computers to mover or otherwise change 'physical' systems. The computer can be hidden inside the system or connected to it.


Data - A structured set of numbers, representing digitised text, images, sound or video, which can be processed or transmitted by a computer.


Debug - To detect and correct the errors in a computer program.


Digital content - Any media created, edited or viewed on a computer, such as text, images, sound, video or virtual environments, and combinations of these (i.e multimedia)


Input - Data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors.


Output - The information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly through the control of motors in physical systems.


Program - A stored set of instructions encoded in a language understood by the computer that processes input to generate an output.


Sequence - To place programming instructions in order, with each executed one after the other.


Simulation - Using a computer to model the state and behaviour of real-world or imaginary systems, including physical and social systems; an integral part of most computer games.


Variables - A way in which computer programs can store, retrieve or change simple data, such as a score, the time left, or the user's name.