Sample KS2 Computing Plans

Possible KS2 Programming Progressions

1, KS2 four year algorithm and code plan

Yellow Gold Scene / Pink Gold Shape / Blue Gold Game / Green Gold App

The plan above has been written for primary schools that have been using my earlier planning. Each Year group has a programming concepts theme outlined in the right columns such as selection in Year 5 and repetition in Year 4. Complexity is also increased by going from left to right. You can find all this planning at code-it gold including an outline to help you understand the methodology. If you are using my older planning I recommend you change to Gold as it is supported by research, easier to teach for less confident teachers and leads to better pupil progress.

If your pupils are new to programming using a real programming language such as Scratch, then you would be wise to cover simpler concepts first. For example a Year 5 class who had no previous experience would benefit from exploring count controlled loops with the shape module or Toy Give Away plan and indefinite loops with the Helicopter before moving on to selection in the projects outlined in Year 5 above.

Programming concepts covered in the KS2 four year algorithm and code plan

2, Code-it Gold Shape progression for upper KS2+

An alternative progression involves teaching as many primary shape modules in upper KS2 as pupils can get through in the time you provide. Last year I taught all these modules with my year 5 class successfully. In that instance we all kept pace with each other but you could allow pairs of pupils to work at their own pace, gathering groups of pupils to deliver the concept introductions when they are ready to move on. Whilst simpler shape modules can be used in lower key stage 2, they also make a great gradual introduction to shape programming for upper KS2 pupils and a way of reducing cognitive load and easing reluctant teachers into programming. Their is easily enough challenge in the shape progression to extend even the most experienced primary programmer.

Code-it Gold Shape Modules

Code-it Gold is a scheme of programming planning that provides multiple, research-backed methods of teaching the same module to help teachers develop a variety of different approaches and develop pupils agency. The Code-it Gold resources are free, but if you need more training or assistance, then contact Phil Bagge. These resources have been further refined in the book series.

OLD PLANNING
Sample KS2 Computing
Plan (1st and 2nd Generation) 

A sample document showing how some of my planning could be used across KS2 incoporating most aspects of the new computing curriculum whilst keeping essential digital literacy skills. I have linked these to the 2014 KS2 National Curriculum (CS, IT, DL, ES) the key is at bottom.

 

Year 3
Getting up Simple algorithm design 3-4 wks (CS)
Branching adventure stories using PowerPoint 2-3 wks (CS DL)
Using loops to investigate 2D regular shapes 1 wk (CS)
Scratch Smoking Car 2-3 wks (CS)
Scratch Music Machine 2-3 wks (CS)
Scratch Conversation 1-2 wks (CS)
Scratch Dressing Up Game 2-3 wks (CS)
Scratch Y3 Assessment (2 wks) (CS)
General ICT Skills 1wk and throughout year (IT DL)
Word Processing part 1 5 wks (DL)
Presentation media 6 wks (DL)
Desktop publishing 6 wks (DL)
Web research 5 wks (DL)
Year 4
Logo designing a font 4-5 wks (CS)
Scratch Music Score 1 wk (CS)
Scratch
Quiz
2-3 wks (CS)
Scratch Slug Trail Game (CS)
Scratch Selection Investigation (CS)
Sandwich making algorithm 1 wk (CS)
Word Processing part 2 4-6 wks (DL)

Presentation media 6 wks (DL)
Desktop Publishing 6 wks (DL)
Web research 6 wks (DL)
Intro to Gmail 2-3wks (DL)
Ipad-Ipod Skills 2-3 wks (DL)
Class Comic 3wks (DL)
Year 5
Scratch Counting Machine 1-2 wks (CS)
Scratch Crab Maze 3 wks (CS)
Scratch Perimeter 2-3 wks (CS)
Scratch random word 1 wk (CS)
Scratch Toilet Fan 2 hours (CS)
Scratch Car Park Barrier 2 hours (CS)
How the Internet Works 6 wks (IT)
Web research 6 wks (DL)
Introduction to spreadsheets 6wks (DL)
Databases 6wks (DL)
3D modelling 3-6wks (DL)
Year 6
Scratch Times Tables Game 2-3 wks (CS)
Scratch Coin Counter 2 wks (CS)
Scratch Create a Clock 2 wks (CS)
Scratch
Design own game
(CS)
Scratch Cartesian Coordinates 1-2 wks (CS)
Scratch Coordinates Translation Enlargement 1-2 wks(CS)
Scratch Tilt Switch 2 hours (CS)
Web research 6 wks (DL)
Animation 6wks (DL)
Using spreadsheets 6wks (DL)
Prezi v PowerPoint 3-4wks (DL)
Class web site using Google Sites 6-8wks (DL ES)

E-Safety modules
throughout whole KS in circle times (ES)

Key stage 2 Programs of study
Pupils should be taught to:
Computing Science (CS)
 design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
 use sequence, selection, and repetition in programs; work with variables and various forms of input and output
 use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
Information Technology (IT)
 understand computer networks including the internet; how they can provide multiple services, such as the world wide web; and the opportunities they offer for communication and collaboration (IT & Digital Literacy)
use search technologies effectively (Digital Literacy), appreciate how results are selected and ranked, and be discerning in evaluating digital content (Digital Literacy)
Digital Literacy (DL)
 select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information
E-Safety (ES)
 use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about