Knowledge Organiser – Computing Y5: Sonic Pi

A Knowledge organiser that captures the essential knowledge and skills learnt throughout the Archived unit: Programming 1: Music: Sonic Pi (laptop and desktop users).
 

This resource is designed to support the pupils as they explore how coding can be used to create music. It highlights key vocabulary and programming concepts, such as live loop, loop, debug, and tempo, while introducing the pupils to the basics of writing and editing code in Sonic Pi. The pupils will learn how to use commands to generate sound, structure musical patterns, and manipulate pitch, rhythm, and timbre in their own coded compositions. It is perfect for consolidating essential knowledge and fostering creativity by encouraging the pupils to experiment with programming and music. Through hands-on activities, they will develop problem-solving skills, learn how to debug errors in their code and gain confidence in using coding as a tool for artistic expression. The unit also introduces the pupils to the role of algorithms in music production, helping them understand how technology and the arts can work together.
 

Knowledge Organiser – Computing Y5: Micro:bit

A Knowledge Organiser that captures the essential knowledge and skills learnt throughout the unit Computing, Year 5, Programming 2 – BBC micro:bit.
This resource supports pupils as they explore physical computing by programming the BBC micro:bit using block-based coding. It introduces key vocabulary and concepts such as variable, loop, input, output, and Bluetooth, helping pupils understand how to create interactive programs. The organiser also familiarises pupils with the micro:bit’s features, including its LED display, buttons, sensors, and pins, enabling them to design and test their own digital devices. Perfect for reinforcing key concepts, this unit enhances pupils’ computational thinking and problem-solving skills.

 

Knowledge Organiser – Computing Y4: Further coding with Scratch

A Knowledge Organiser that captures the essential knowledge and skills learnt throughout the unit Computing, Year 4, Programming 1 – Further Coding with Scratch.
 

This resource supports pupils as they advance their understanding of block-based programming using Scratch. It introduces key vocabulary and concepts such as code, code block, conditional statement, decompose, direction, orientation, position, tinker, variable, quiz, stage, and sprite. Pupils will explore various Scratch coding blocks, including Motion, Sound, Looks, Events, Control, Operators, Sensing, Variables, and My Blocks, enabling them to create more complex and interactive programs. This unit is ideal for reinforcing key programming concepts and fostering computational thinking skills.

 

Knowledge Organiser – Computing Y3: Programming with Scratch

A Knowledge Organiser that captures the essential knowledge and skills learnt throughout the unit Computing, Year 3, Programming – Scratch.

This resource supports pupils as they delve into block-based programming using Scratch. It introduces key vocabulary and concepts such as algorithm, code block, sprite, loop, and debugging, helping pupils understand how to create and manipulate interactive stories, games, and animations. The organiser also familiarises pupils with Scratch’s visual coding interface, including the various categories of code blocks like motion, looks, sound, and control. Ideal for consolidating essential knowledge, this organiser enhances pupils’ computational thinking and problem-solving skills.

Knowledge Organiser – Computing Y2: Scratch JR

A Knowledge Organiser that captures the essential knowledge and skills learnt throughout the unit Computing, Year 2, Programming 2 – ScratchJr.
 
This resource supports pupils as they explore the fundamentals of block-based programming using the ScratchJr app. It introduces key vocabulary and concepts such as algorithm, bug, debug, loop, sequence, and code, helping pupils understand how to create and troubleshoot simple programs. The resource familiarises pupils with the ScratchJr interface, including motion, looks, sound, control, and end blocks, enabling them to design animations and interactive stories. It is perfect for enhancing pupils’ computational thinking and problem-solving skills.
 

 

Knowledge organiser – Computing Y1: Bee-Bot

A Knowledge Organiser that captures the essential knowledge and skills learnt throughout the unit Computing, Year 1, Programming 2 – Bee-Bot.

This resource supports pupils as they explore the basics of programming through hands-on experiences with Bee-Bots. It introduces key vocabulary and concepts such as algorithm, code, program, and instructions, helping pupils understand how to create and follow sequences of commands. The resource encourages prediction and exploration, fostering problem-solving skills and logical thinking in a tangible and engaging way.

Knowledge organiser – Computing Y6: Bletchley Park

A Knowledge organiser that captures the essential knowledge and skills learnt throughout the unit Archived unit: Computing systems and networks: Bletchley Park.

This Computing knowledge organiser supports learners as they explore the significant role of Bletchley Park in the development of computing and its historical importance during World War II. It introduces key figures, vocabulary and the origins of codebreaking and computing technologies, helping learners to appreciate how past innovations have shaped modern systems. This resource is ideal for reinforcing core learning and building contextual understanding in upper Key Stage 2.

Knowledge Organiser – Computing Y6: Big Data 1

A Knowledge Organiser that captures the essential knowledge and skills learnt throughout the unit Computing, Year 6, Data Handling – Big Data 1.
 
This resource supports pupils as they explore how large-scale data collection and transmission systems operate in everyday life. It introduces key vocabulary and concepts such as data privacy, encryption, contactless systems, and the role of analysts in managing and interpreting data. Pupils will also learn about the use of barcodes, QR codes, RFID, and NFC to store and transfer information efficiently. It also outlines the process of data encryption, showing how information can be secured using codes that prevent unauthorised access. The role of a systems or data analyst is introduced, helping pupils recognise the importance of sorting, modelling, and analysing data to solve problems.
 

Knowledge organiser – Computing Y6: Inventing a product

A Knowledge Organiser that captures the essential knowledge and skills learnt throughout the unit Computing, Year 6: Skills Showcase – Inventing a Product.
 
This resource supports pupils as they explore the process of designing, marketing, and presenting a digital product. It introduces key vocabulary and concepts such as algorithm, bug, CAD (Computer-Aided Design), input, output, loop, variable, and selection, guiding pupils through planning, prototyping, and pitching ideas. Ideal for consolidating essential knowledge, this organiser reinforces technical understanding and fosters entrepreneurial thinking.

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