Changes in computing education aim to give primary school children a deeper understanding, enabling them to become digital creators, not just passive users.
What resources do we have at LGfL to support Computing in schools?
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Spotlight on Computing Science Concepts Spotlight on Computing Science is a resource that “glues” together resources found in LGfL's award-winning portfolio of curriculum resources.The resource focuses on the core computing concepts introduced in Key Stage 1 and Key Stage 2:The idea of the units is to introduce the computing concept first with an unplugged lesson (where you don’t need a computer), then a guided lesson using a computer, and finally, a more open lesson where your students can explore the concept in more depth. Computing Spotlight is not a scheme of work but has been designed as a way of introducing core concepts and helping teachers and students understand computing concepts. |
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LGfL Computing hub The LGfL computing hub offers guidance and support for computing leaders and the teaching of the subject of computing.It is a 'one-stop-shop' for all of LGfL’s computing resources, joining together various resources from the portfolio, including a spotlight on computing.The hub offers an example Scheme of Work for computing and has an open-door policy for support via emails, calls, and video calls, giving computing leaders the support they need.The hub also provides free in-depth CPD sessions to further the teaching of Computing (3 sessions run termly = 9 per academic year) |
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Inspire with iPad Within the 'out-of-the-box apps' on iPad, children have a wealth of opportunities to unleash their creativity.LGfL runs 60-minute free online training sessions focusing on the 'Everyone can create' project guides exploring how to compose music, draw, and animate using a range of apps and inbuilt features of the iPad.The session explores how to make any subject come to life and help ignite creativity by giving teachers fun and meaningful ways to bring these skills into any lesson, topic, or assignment.Attendance at the session will enable you to gain a selection of skills and techniques to help your students become creators taking more ownership of their learning and become better problem-solvers, communicators, and collaborators.For a session book, here |
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Pupils can get a very good grasp of the basics and many more complex aspects of HTML, CSS, and JavaScript by using the LGfL Webtech Tutor. It is an intuitive, user-friendly tool ideal for absolute beginners and great for experienced and inexperienced teachers. |
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Python Tutor is an interactive step-by-step emulator of the Python coding language. Students can get a very good grasp of the basics and many more complex aspects of Python by using the LGfL Python Tutor. Students will become very skilled in their use of these technologies as they progress through the different activities and the interactivity with this intuitive, user-friendly tool adds variety to understanding the programming languages available in schools |
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J2E - J2Code resources Award-winning j2code apps and lesson resources help children learn the building blocks of coding and progress their skills to create custom programs. Suitable for all Key Stages and accessedAll mapped to the computing national curriculum, teachers will have everything they need to deliver creative coding lessons to inspire their children. JIT TurtleFor 4-7 year olds, Turtle is aimed at the youngest learners and starts introducing all of the essential programming concepts.VisualFor 7-11-year-olds, the Visual programming engine is a familiar, block-based programming tool that works on any modern computer or tablet.LogoFor 7-11-year-olds, the Logo programming is a natural progression from JIT turtle, allowing pupils to continue to apply what they have learned to a new context as they bring images to life with script-based programming. |
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Busy Things Computing resources Discover exciting coding games with Busy Things The coding games are perfect for introducing basic programming concepts to young children, taking them through the principles of coding step-by-step. Children can quickly create, run, and debug simple programs.KS 1 pupils are introduced to the fundamentals of coding by visualizing and sequencing commands. The activities build essential skills in sequencing, spatial reasoning, and problem-solving, laying a strong foundation for future computing challenges. KS2 coding games and tutorials introduce more advanced programming concepts and encourage children to experiment and create their own programs. The coding resources will challenge using the key concepts learned in the tutorials. A printable teacher guide and online help support Key Stage 2 coding games. |
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Women in Computing Women in Computing aims to recognise and promote the achievements of women in British computing within the social context of the time.It is a resource for all learners, irrespective of age and gender. It helps to foster an understanding that all learners can achieve their potential in all subjects, and that gender determines neither suitability nor aptitude for specific subjects. It is essential for boys to understand that girls can achieve within the computing industry equally as it is for girls to aspire to work within the sector. |
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History of Computing This resource has been created in partnership with the National Museum of Computing at Bletchley Park, E2bn and LGfL.The curriculum material that supports the video assets has been created by practising Computing and ICT teachers.The video material is used to support a broad range of complete lesson activities to cover Key Stages 2 to 5.Video 'embed' codes allow teachers to disaggregate the video material and build their own learning pathways through the curriculum-linked activities.The resource has also been built to support independent research activities for students into the topics covered.The vision of the resource is that we should all learn from our digital heritage to support our understanding of our digital futures. Britain has developed numerous key computing technologies that are now used worldwide. This resource seeks to acknowledge the unique contribution that Britain has made and continues to make to the development of computational thought, technologies, and problem-solving. |
Beyond the learning resources on LGfL.net, significant computing support is also available.
The support materials aim to equip primary school children with a comprehensive understanding of computing, transitioning them from passive technology users to active creators and innovators in the digital world.
To see technology and innovation firsthand hand visit our EdTech hubs site, where we are developing communities of practice that provide peer-to-peer support for the effective use of technology for enhancing teaching and learning in schools and colleges across England https://sites.google.com/lgfl.net/edtech-hubs/home
Our PedTech site is a new way of framing the focus of effective teaching and learning with technology. With PedTech, we start by thinking about pedagogical intentions and then determine the technology needed to support our pedagogical aims. Rather than the other way around https://sites.google.com/lgfl.net/etlt/home