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Computing Curriculum

At Bradley Barton we use a scheme of work which originated from a CAS Master Teacher, which has been adapted to meet the needs of our pupils at Bradley Barton. It breaks down the computing objectives into year groups by three strands: Digital Literacy, Computer Science and Information Technology. For each term, there are approximately three activities in each strand, with plans and resources for each of them that we try to link with our half termly topics.

The activities in each section are a mix of unplugged activities (which are not done using computers) and plugged-in activities (which do require the use of computers). These activities are used to further the children’s understanding of computational thinking and the key vocabulary and concepts which underpin the National Curriculum. The type of resources we use for computing include Beebots, which introduces computing in the Early Years, Code.org, which is a structured programme linked to objectives across year groups and Scratch. Scratch allows our learners to apply their skills to create exciting animations and games, which we use across a variety of curriculum areas.

We have Digital Leaders in KS2, who support their peers to access this curriculum during lesson times and at different points of the term, offering lunch club support. See our successes of 2015-16 below, to find out more.


Online Safety

We have a specified Online Safety Programme which covers all aspects of keeping safe online, and is taught through Computing sessions. We also hold workshops to teach parents and carers how to keep children safe at home. These workshops provide information for families with children from EYFS to preparing children soon entering secondary school.

If you have any concerns regarding the safety of a child please contact our Safeguarding Officer, Julie Barton or for further information about online safety please contact Matt Easterbrook.


The lead teacher is Mr Wootton.


The National Curriculum states: "Computing has deep links with mathematics, science, and design and technology, and provides insights into both natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work, and how to put this knowledge to use through programming. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate- able to use, and express themselves and develop their ideas through, information and communication technology - at a level suitable for the future workplace and as active participants in a digital world.


Children' views of their learning


EYFS children were keen to talk about using the Beebots, which most enjoyed, and could talk about the types of technology that they used at home.


“it’s good fun”,


"because you can learn new things"


Children's Learning


A section of code produced by a Year 5 child who was designing a quiz on Scratch related to her Mayan topic.

Picture 1
Picture 2

This Online Safety poster was produced by a Year Two child, who has focused on safety and conduct online, and has shown an awareness of how to react to finding upsetting content.



Successes of 2016-17


'Mathletics' has been introduced to all children from Yr 1 to Year 6. This is a fun and interactive programme where children can practise skills they have been learning at school, gaining  points and awards for their enthusiasm and determination. 


After School Club also recognises the importance of computing and time is given for pupils to log on to access their Mathletics account or Bug Club, the online reading resource daily.






Successes of 2015-16


Children in KS2 were given the opportunity to become Digital Leaders. Our leaders took on many different roles and responsibilities including; computing lunch clubs, modelling programmes to teachers during staff meetings and supporting pupils across the school.