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Upper ICT

The Year 5 IT Scheme of Work provides a structured curriculum aimed at developing digital literacy, computational thinking, and online safety skills over three terms. Each term includes specific units focused on computer fundamentals, programming, data handling, and creative digital media, with hands-on activities and assessments to reinforce learning. General teaching strategies emphasize practical engagement, collaboration, and real-world connections to enhance student understanding of IT concepts.

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0% found this document useful (0 votes)
41 views5 pages

Upper ICT

The Year 5 IT Scheme of Work provides a structured curriculum aimed at developing digital literacy, computational thinking, and online safety skills over three terms. Each term includes specific units focused on computer fundamentals, programming, data handling, and creative digital media, with hands-on activities and assessments to reinforce learning. General teaching strategies emphasize practical engagement, collaboration, and real-world connections to enhance student understanding of IT concepts.

Uploaded by

nachito64114
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as ODT, PDF, TXT or read online on Scribd
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Year 5 IT Scheme of Work

This scheme of work outlines a foundational curriculum for Year 5 IT students, focusing on
developing essential digital literacy skills, introducing basic computational thinking, and promoting
safe and responsible technology use. The curriculum is divided into three terms, with each term
building on previous concepts.

Overall Aim:
To introduce students to the fundamental concepts of IT, develop basic digital skills, foster early
computational thinking, and ensure safe and responsible online behavior.

Term 1: Digital Basics & Online Safety


Overall Aim: To establish a strong foundation in basic computer operations and reinforce critical
online safety practices.

Unit 1: Computer Fundamentals & Digital Literacy


• Learning Objectives:

• Identify and use common computer hardware components (e.g., keyboard, mouse,
monitor, printer).

• Understand the difference between hardware and software.

• Navigate operating systems (e.g., opening applications, managing files and folders).

• Use basic word processing and presentation software to create simple documents.

• Understand the concept of saving and retrieving digital work.

• Activities:

• Hands-on exploration of computer hardware.

• Guided practice in file management (creating folders, saving files).

• Creating a short "All About Me" document in a word processor, including text and
images.

• Designing simple slides for a presentation on a favorite topic.

• Assessment:

• Practical assessment of file management skills.


• Submission of a simple word processing document or presentation.

Unit 2: Online Safety & Digital Footprint


• Learning Objectives:

• Understand the importance of keeping personal information private online.

• Identify safe and unsafe online behaviors.

• Recognize the concept of a "digital footprint" and its permanence.

• Know how to report concerns or inappropriate content online.

• Practice respectful online communication.

• Activities:

• Class discussions on online scenarios (e.g., sharing photos, talking to strangers


online).

• Creating a "Digital Footprint" poster or animation.

• Role-playing how to respond to cyberbullying or suspicious messages.

• Exploring child-friendly online safety resources.

• Assessment:

• Short quiz on online safety rules.

• Participation in class discussions and activities related to online safety.

Term 2: Introduction to Programming & Problem Solving


Overall Aim: To introduce students to the core concepts of computational thinking and basic
programming logic using visual tools.

Unit 1: Algorithmic Thinking & Sequencing


• Learning Objectives:

• Understand what an algorithm is and its importance in computing.

• Design simple algorithms for everyday tasks (e.g., making a cup of tea, getting ready
for school).

• Follow and debug a sequence of instructions.


• Understand the concept of decomposition (breaking problems into smaller parts).

• Activities:

• Unplugged activities: giving instructions to a robot (teacher/student), following


recipes.

• Drawing flowcharts for simple processes.

• Debugging sequences of instructions (e.g., finding the error in a recipe).

• Decomposing a simple game into its smaller steps.

• Assessment:

• Creating an algorithm (e.g., flowchart or written steps) for a given task.

• Debugging a simple sequence of instructions.

Unit 2: Visual Programming (e.g., Scratch Jr. / Early Scratch)


• Learning Objectives:

• Understand basic programming constructs: sequence, repetition (loops), and simple


selection (if/else).

• Create simple interactive stories or animations using a visual programming


environment.

• Predict the outcome of simple programs.

• Debug simple programs to correct errors.

• Activities:

• Guided tutorials in Scratch Jr. or a simplified version of Scratch.

• Creating animated characters that move and interact.

• Designing a simple interactive story where the user makes choices.

• Pair programming challenges to build small projects.

• Assessment:

• Submission of a completed visual programming project demonstrating sequence and


loops.
• Practical assessment of debugging a simple program.

Term 3: Data Handling & Creative Computing


Overall Aim: To introduce students to basic data concepts and encourage creative expression
through digital tools.

Unit 1: Data Representation & Simple Data Handling


• Learning Objectives:

• Understand that information can be represented in different ways (e.g., text, numbers,
pictures).

• Collect and organize simple data (e.g., class survey results).

• Use simple tables or charts to present data.

• Understand how data can be used to answer questions.

• Activities:

• Conducting a class survey (e.g., favorite colors, pets).

• Organizing survey data into a simple table.

• Creating bar charts or pictograms manually or using simple software.

• Discussing how data is used in everyday life (e.g., weather forecasts, shopping lists).

• Assessment:

• Creation of a simple data table and a corresponding chart.

• Short quiz on data representation.

Unit 2: Creative Digital Media


• Learning Objectives:

• Use drawing and painting software to create digital artwork.

• Understand basic concepts of digital images (e.g., pixels, colors).

• Create a short digital story or presentation using a combination of text, images, and
sound (where appropriate).

• Understand the concept of copyright for images found online (basic awareness).
• Activities:

• Free drawing and painting using digital art software.

• Creating a digital collage or a comic strip.

• Recording simple voiceovers or adding sound effects to a digital story.

• Searching for and using copyright-free images for projects.

• Assessment:

• Submission of a creative digital media project (e.g., digital artwork, short digital
story).

• Presentation of their creative project.

General Teaching Strategies:


• Hands-on Exploration: Provide ample opportunities for practical engagement with
hardware and software.

• Play-Based Learning: Use games and creative activities to introduce concepts.

• Problem-Solving Focus: Encourage students to think about how IT can solve problems.

• Collaboration: Foster teamwork through pair and group activities.

• Real-World Connections: Link IT concepts to students' everyday experiences.

• Differentiation: Adapt activities to support and challenge students of varying abilities.

Resources:
• Computers/Laptops/Tablets with internet access.

• Word processing software (e.g., Google Docs, Microsoft Word).

• Presentation software (e.g., Google Slides, Microsoft PowerPoint).

• Visual programming environment (e.g., Scratch Jr., Scratch).

• Simple drawing/painting software (e.g., Paint, Google Drawings, online drawing tools).

• Online safety resources suitable for Year 5 (e.g., Thinkuknow, Childnet).

• Access to digital cameras or image libraries for creative projects.

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