Coding and programming
Children at Naima JPS study coding and programming throughout Early Years Foundation Stage (EYFS), Key Stage 1 (KS1) and Key Stage 2 (KS2). They explore a range of coding languages along with key coding concepts, such as: conditionals, functions and variables. We integrate a range of apps and programs to ensure that the learning experience is varied, engaging and enjoyable.
Early Years Foundation Stage
In EYFS, the children begin to explore coding and programming through an introduction to sequences. They select basic commands and instructions to create algorithms, make predictions about their algorithms and begin to use reasoning to explain their thinking.
The children explore simulated programming using iPad apps, such as the BeeBot app, and explore robotics and programming using Code-a-Pillar. They also engage with a range of unplugged activities to further explore computational thinking and programming concepts.
Key Stage 1
In KS1, children develop their understanding of key coding and programming concepts. They begin to use technical vocabulary, such as 'algorithm', 'debugging' and 'decomposition', and put this into practise through a range of apps and robotics. They use both simulated robotics using a range of apps, such as the BlueBot app, as well as BeeBots and Sphero robots.
The children begin to explore coding language through block code to create a range of projects with specific outcomes. They participate in unplugged activities that explore key concepts, such as: loops, conditionals, functions and events.
Key Stage 2
In KS2, children explore a range of coding languages, such as Python and HTML, and further develop their programming skills by using and applying their knowledge and understanding. They use and apply coding language within a range of projects, including to create games and websites.
The children also explore simulated robotics, through apps such as the Lightbot app, in order to develop computational thinking. They also explore the latest robotics technology, such as drones, in order to learn more about how technology is applied within a real world context to perform specific functions.
In upper KS2, children also explore computer hardware in more depth using MicroBit, Lego WeDo and Lego EV3.
Example outcomes:
We use online platforms and software such as:
Espresso, Scratch, Code Monkey, Code Spark Academy, Codemoji, IDLE and Brackets.
We also code a range of hardware including Osmo kits, Spheros, Micro:bits, Mbot Rangers, Lego We-do and Lego EV3s.