We centre our teaching on preparing pupils for life beyond the classroom by equipping them with the skills to make choices and gain greater control over their lives. Computing and technology are viewed as essential tools for inclusion, with the right support, every child can purposefully use technology to access the wider curriculum and fully participate in learning, whatever their individual needs.
Additionally, we ensure all children have access to the same rich Computing curriculum, with content adapted and scaffolded so everyone can join in and succeed. Our approach uses multisensory learning methods to engage pupils with varying needs, alongside play-based exploration and structured teaching techniques (such as TEACCH visual supports and focused learning) to accommodate different learning styles. Ultimately, we want our pupils to be happy and enthusiastic users of technology who are confident, independent, and creative in its use.
Our Computing curriculum covers the full breadth of the national Computing programme of study, but taught at an appropriate level for our learners. We have engineered a curriculum that is both ambitious and adapted, covering all key areas of Computing while delivering content through engaging, hands-on experiences. Pupils develop knowledge and skills in all major strands of Computing (outlined below) through multisensory, active and focused learning experiences, ensuring they build understanding through doing. We expose students to a variety of software, devices and resources to provide a range of appropriate challenges and experiences, increasing their engagement and allowing them to extend their learning when ready. High expectations and tailored support mean that learners are continually encouraged to extend and challenge themselves within a safe and supportive framework.
Curriculum Strands: Our Computing curriculum is structured around five key strands, reflecting both the national curriculum and the needs of our pupils. Each strand is introduced with simple, accessible activities and revisited in greater depth as children progress, allowing knowledge and skills to spiral and deepen over time. The strands and their focus are:
Pupils get hands-on experience with desktop computers and interactive touchscreens, tablet devices (iPads), digital cameras, and even game consoles, as appropriate. They experiment with simple programmable toys like Bee-Bots and other cause-and-effect gadgets, for instance, toys that light up or make sounds when interacted with, to experience technology in a tactile, engaging way. We also incorporate tools like microphones and switches to enable all learners to interact with digital content. By leveraging this range of equipment, we give students concrete, enjoyable experiences of computing concepts and allow every child to find a way to engage.
We encourage and enable all children from a young age to learn and practice good habits when using technology. Our children and young people do not always have the skills to ‘self-regulate’ how they use technology / internet services and therefore are never left unsupervised at school.

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