• Summary
  • Contents
  • Subject index

Whether you are currently teaching or training to teach the primary computing curriculum, you need to know what effective teaching of computing in primary schools actually looks like. Written for non specialists and trainees, this book uses exemplar primary computing lessons as a starting point for developing subject knowledge. It's a unique but tried and tested approach to developing your computing subject knowledge alongside your teaching practice. The current computing curriculum is explored in manageable chunks and there is no “scary” tech speak; everything is explained clearly and accessibly. You will find example lesson plans alongside every element of the curriculum that can be adapted to suit different year groups and different schools. This resourceful guide inspires an approach to teaching computing that is about creativity and encouraging problem solving using technology as a tool. NEW TO THIS EDITION: Updated throughout and includes information on new apps and other resources for teaching and a brand new chapter on teaching with tablets in the primary classroom. This book is part of the Lessons in Teaching series and includes additional online resources on its accompanying website.

Chapter 8: Using technology purposefully in KS2

Using technology purposefully in KS2
Using technology purposefully in KS2

select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information

Learning outcomes

By the end of this chapter you should be able to:

  • develop an understanding of ways of creating opportunities for children to use technology to produce creative curriculum outcomes;
  • design a series of lessons which allow creation and editing of digital content within a range of subjects;
  • understand approaches to teaching and learning which enable children to explore their own methods of creating digital content using a range of software applications.
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