Year 4 Creative Computing Projects

  1. Home
  2. Year 4 Creative Computing Projects

Year 4 Creative Computing Curriculum

The projects cover; digital books, stop-motion animation, movie editing, augmented reality, webpage design, creating a website, programming, game design, creating interactive quizzes 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.

Reading Power (iPad & Web Tools)

  • This project focuses on promoting children’s love for reading and can be used to support other initiatives that are going on in the school.
  • The activities include building a website or web app with different pages, writing book reviews, designing book covers, producing videos to encourage others to read books, creating interactive quizzes about the pupils’ favourite books, reviewing non-fiction books and designing products and web pages to promote the love of reading.
  • The project concludes with the publication of the website or web app.
  • Includes WAGOLLs 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.
  • Incorporates Information Technology, Computer Science and Digital Literacy skills
  • Included sentence starters and key vocabulary for writing effective book reviews

Programming: Getting Better (iPad & Web Tools)

  • Contains a ‘Programming: Getting Better’ 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
  • This interactive programming project the pupils build on the programming skills developed in KS1 and will develop a sound understanding of computational thinking, including problem-solving and logical thinking skills
  • It includes programming unplugged activities link to digital activities to help the pupils secure their programming knowledge
  • Each of the activities includes WAGOLLs for creating a programming digital book to demonstrate the skills the pupils have developed. 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 project contains challenge cards to extend the pupils programming skills
  • The activities cover Computer Science and Information Technology skills

My Very Own Game (iPad & Web Tools)

  • Contains a ‘My Very Own Game’ 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
  • In this highly engaging project, the pupils will design their own game for a specific audience in which they will star as the main character
  • The project includes creating promotional materials (digital posters, video with special effects) and concludes with an advert for their game as if it appeared in the App Store
  • Two writing activities (balanced argument and persuasive) with key vocabulary, sentence starters and model writing outcome
  • Digital activities that focus on health, well-being and lifestyle (time on technology and strategies to limit time on technology)
  • Each of the creative activities includes WAGOLLs  (graphics, games, videos and writing examples) and a completed example project is provided in the form of a digital ‘Gaming Book’. 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 Information Technology, Computer Science and Digital Literacy skills
  • Included in the project are design sheets and downloadable templates

The Zoo (iPad & Web Tools)

  • Contains ‘The Zoo’ 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
  • Design and create a webpage (photo grids, glideshows, images, videos, text and videos) which looks at different conservation around the globe, fact file on different animals, adaptation, interactive food webs and a detailed study on deforestation and sustainability
  • Plan a conservation campaign (script writing, video editing and t-shirt designs)
  • The creative activities contain WAGOLLs (graphics, videos, images, digital books, templates and information about a superhero). 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
  • Explore the work of Henri Rousseau (colour, pattern and camouflage in nature)
  • Investigate animal numbers in zoos by creating graphs and analysing the results
  • Design a digital zoo map
  • Incorporates Information Technology, Computer Science and Digital Literacy skills
  • Skills coverage document that covers cross-curricular links (Computing, Spoken Language, Writing, Science, Geography and Art)

Entering A Digital World (iPad & Web Tools)

  • Contains ‘Entering 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
  • This online safety project helps the pupils to develop the skills and knowledge to encourage them the maintain a positive online reputation by understanding how to manage their privacy and protect their personal information.
  • The pupils will also cover communicating online and look at strategies for dealing with unwanted behaviour.
  • WAGOLLs are included for each activity (slides, graphics and documents). 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
  • Includes all the information required to deliver the activities (Digital Footprint, Personal Information, Strong Passwords, Online Relationship Scenarios, Cyberbullying Scenarios and Different Way to Communicate Online)
Menu