Year 2 Computing Projects

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Year 2 Creative Computing Curriculum

The projects cover: augmented reality, digital animations, digital books, programming, digital literacy, game design, movie making, and digital art. Covers all Information Technology, Computer Science and Digital Literacy skills. With strong links to spoken language, other areas of the curriculum and writing throughout.

Strange Creatures (iPad & Web Tools)

  • Explore creating weird and wonderful creatures for a strange new world
  • Create galleries of creatures; investigate habitats and animals diets
  • Look at the adaption of the creatures by writing and creating a nature documentary
  • Plan and create a movie about the discovery of a strange new world on which these strange creatures live
  • WAGOLLs are included for each activity (videos, graphics and images). These can be used to demonstrate high standards for the pupils to work towards and beyond and used by teachers to model what a great piece of work might look like
  • Incorporates a number of Digital Literacy skills as well as covering Information Technology skills
  • Includes images that can be used throughout projects

Programming: Getting Started (iPad & Web Tools)

  • Contains a ‘Programming: Getting Started’ Knowledge Organiser that outlines the essential knowledge that the teachers will be covering in this project. The aim that everyone knows exactly what is being taught, and what the children need to learn
  • The KO links to an accompanying online quiz that contains true/false, multiple choice, checkboxes and short answers. Once complete the marks are released and the quiz can be taken time and time again
  • WAGOLLs are included for each activity. These can be used to demonstrate high standards for the pupils to work towards and beyond and used by teachers to model what a great piece of work might look like
  • The activities cover the majority of the Computer Science skills for KS1 in a fun, practical and interactive way
  • It includes programming unplugged activities link to digital activities to help the pupils secure their programming knowledge
  • Each of the creative activities comes with example outcomes for each
  • The project includes printable symbols, grids, game templates, programming unplugged cards and resources to design and build a ‘programming game’

What is a Computer? (iPad & Web Tools)

  • Contains a ‘What is a Computer?’ Knowledge Organiser that outlines the essential knowledge that the teachers will be covering in this project. The aim that everyone knows exactly what is being taught, and what the children need to learn
  • The KO links to an accompanying online quiz that contains true/false, multiple choice, checkboxes and short answers. Once complete the marks are released and the quiz can be taken time and time again
  • WAGOLLs are included for each activity (graphics, videos, images, digital books). These can be used to demonstrate high standards for the pupils to work towards and beyond and used by teachers to model what a great piece of work might look like
  • This project involves looking at computers and how they have changed over time, the components of computers, comparing input and output devices for computers, exploring technology at home and beyond and looking at robots and what they do.
  • Incorporates Digital Literacy, Information Technology and Computer Science skills
  • Each of the creative activities comes with example outcomes for each
  • The project includes videos and all the relevant information

First Footsteps in a Digital World (iPad & Web Tools)

  • This mini project introduces pupils to the digital world. It covers searching for copyright images. It then looks at how we use technology to help us communicate, how email works and sending emails. It also covers online behaviour and cyberbullying
  • Contains a ‘First Footsteps in a Digital World’ Knowledge Organiser that outlines the essential knowledge that the teachers will be covering in this project. The aim that everyone knows exactly what is being taught, and what the children need to learn
  • The KO links to an accompanying online quiz that contains true/false, multiple choice, checkboxes and short answers. Once complete the marks are released and the quiz can be taken time and time again
  • WAGOLLs are included for each activity (graphics, videos, images, digital books). These can be used to demonstrate high standards for the pupils to work towards and beyond and used by teachers to model what a great piece of work might look like
  • Incorporates Digital Literacy and Information Technology skills

Additional Cross Curricular Projects

A Rare Species of Bird (iPad Only)

  • This project uses augmented reality to bring images of a bird ‘to life’
  • It includes: investigating the ‘rare bird’, creating a multimedia report about the unusual bird, designing interactive posters to describe the importance of conservation, presenting ideas on protecting the bird from extinction, comparing the bird with other British birds and creating a ‘rare animal’
  • The inventive activities each come with example outcomes for each activity
  • Resource to print and a link to a completed Rare Species book from the classroom
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