Computing


At Millfields Community School, we follow the New National Curriculum for Computing, delivering a high-quality computing education to create active participants in a digital world. Informed by developments in ICT and best practice nationally,  we teach pupils to use their computational and creative thinking to solve problems; to use ICT to communicate effectively and to become digitally literate, preparing them for their future place in the twenty-first-century workplace.

How is computing taught at primary schools?

The computing curriculum covers three main strands:-

COMPUTER SCIENCE which focuses understanding alogorithms and using them to design, write and debug programs. It also covers understanding how computer networks and search engines work.

INFORMATION TECHNOLOGY which is using search technologies and software to research, create, store, organise, collect, analyse, evaluate and present data and content.

DIGITAL LITERACY teaches the children to be discerning when evaluating digital content. It also covers esafety: recognising acceptable/unacceptable behaviour online; understanding what precautions to take using the internet and on social media; and what to do/where to go when they have concerns about content and contact.

Working with world renowned primary computing education consultant John Harwood, Millfields has reworded Government objectives to make them easier to understand and organised them according to strand and key stage. Click here to read. To use this document, please contact the school.


What software/apps do we use at Millfields?

Information technology is taught throughout the curriculum. Examples of apps and software used, including some that are industry standard, include:

Word, Powerpoint, Publisher, Excel, Google Docs, Keynote, Pages, iMovie, DoInk Green Screen, Pivot Animator, Garage Band, Book Creator, Glogster

Coding is taught mainly through using BeeBots, Scratch jr and Scratch which is an online app, used in over 150 countries, developed by the world famous MIT in the USA. Scratch uses code blocks that can easily manipulated to create incredible sophisticated apps and games. Click the logo to get started!


Its advantages include being completely free and being easily accessible from home. Crucially, this allows for children being able to easily develop their projects at home. As you can appreciate, timetabling and resources can be limitations in all schools. Using Scratch removes those barriers - we have seen children develop their school projects into incredible apps and games that a commercial studio would be proud off! Furthermore, children can push their coding to the next level by looking at the code used for existing projects and then developing it further -  a process called remixing. Finally, projects are easily published on the internet.

Y6 Scratch projects from from Jonas and Saul & Gabriel. Please click to play:

What activities do the children do at Millfields?

Where possible, Computing activities are based on the particular year group termly topic. For example, Year 6 are tasked to create an Amazon themed game on Scratch. A typical unit would compromise 2 or 3  taught skill based sessions. the remaining 3 or 4 sessions would be the children using what they have learned to create an outcome. Additionally, some discreet sessions are provided on topics such as understanding the nature of networks. Please click on the image below for an example of a termly plan across year groups used at Millfields: