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In line with the 2014 National Curriculum for Computing, our aim is to provide a high-quality computing education which equips children to use computational thinking and creativity. We believe that computing it is an essential part of the curriculum; a subject that not only stands alone but is woven and should be an integral part of all learning. The curriculum will teach children key knowledge about how computers and computer systems work, and how they are designed and programmed, whilst also teaching the children how to keep themselves safe. By the time they leave Kingsley Primary School, children will have gained key knowledge and skills in the three main areas of the computing curriculum: computer science (programming and understanding how digital systems work), information technology (using computer systems to store, retrieve and send information) and digital literacy (evaluating digital content and using technology safely and respectfully). The objectives within each strand support the development of learning across the key stages, ensuring a solid grounding for future learning and beyond.


At Kingsley Primary School, computing is taught by a specialist computing teacher who uses and adapts the ‘Switched On: Computing’ scheme, published by Rising Stars, as a starting point for the planning of their computing lessons. Where possible lessons are linked to engaging contexts in other subjects and topics. We have a computing suite and two class sets of iPads to ensure that all children have the opportunity to use a range of devices and programs that might not be available for them outside of school. iPads and Kindles are used for many purposes across the wider curriculum, as well as in discrete computing lessons. Employing cross-curricular links motivates pupils and supports them to make connections and remember the steps they have been taught. The implementation of the curriculum also ensures a balanced coverage of computer science, information technology and digital literacy. The children will have experiences of all three strands in each year group, but the subject knowledge imparted becomes increasingly specific and in depth, with more complex skills being taught, thus ensuring that learning is built upon.


Our approach to the curriculum results in a fun, engaging, and high-quality computing education. After the implementation of this robust computing curriculum, children at Kingsley will be digitally literate and able to join the rest of the world on its digital platform. They will be equipped, not only with the skills and knowledge to use technology effectively and for their own benefit, but more importantly – safely. The biggest impact we want on our children is that they understand the consequences of using the internet and that they are also aware of how to keep themselves safe online. From research methods, use of presentation and creative tools and critical thinking, computing at Kingsley gives children the building blocks that enable them to pursue a wide range of interests and vocations in the next stage of their lives.

Progression of Skills

Computing Progression of Skills KS1 Computing Progression of Skills KS2


Module Cover Sheets

Year 1 Year 2 Year 3 Year 4 Year 5 Year 6
1.1 Using programmable Toys 2.1 Programming on Screen 3.1 Programming and Animation 4.1 Developing a Simple Educational Game 5.1 Developing an Interactive Game 1. Planning the Creation of a Mobile App
1.2 Filming the Steps of a Recipe 2.2 Exploring How Computer Games Work 3.2 Finding Bugs in Programs 4.2 Prototyping an Interactive Toy 5.2 Cracking Codes 2. Researching the App Market
1.3 Illustrating an eBook 2.3 Taking Better Photos 3.3 Videoing Performances 4.3 Producing Digital Music 5.3 Fusing Geometry and Art 3. Developing Project Management Skills
1.4 Finding Images Using the Web 2.4 Researching a Topic 3.4 Exploring Computer Networks Including the Internet 4.4 We are HTML Editors 5.4 Creating a Website About Cyber Safety 4. Designing an Interface for an App
1.5 Producing a Talking Book 2.5 Collecting Clues 3.5 Communicating Safely on the Internet 4.5 Producing a Wiki 5.5 Sharing Experiences and Opinions 5. Developing a Simple Mobile Phone App
1.6 Creating a Card Digitally 2.6 Collecting data About Bugs 3.6 Collecting and Analysing Data 4.6 Presenting the Weather 5.6 Creating a Virtual Space