Computing helps children understand the technology that shapes their lives and gives them the knowledge to use, create and communicate with it safely, confidently and responsibly.
At Waterloo, we want children to become more than passive users of technology. They learn how digital systems work, how instructions can be developed into programs, how information can be created and represented and how to make thoughtful decisions in an increasingly connected world.
Our curriculum is designed to develop:
Children learn both how computing systems work and how to use technology purposefully, creatively and safely.
In Nursery, children develop carefully planned foundations in technology, sequencing, cause and effect, digital creativity and safe use. These experiences are integrated across the United Learning Early Years Curriculum and the continuous provision.
In Reception, children begin a planned Computing curriculum using selected units from the Knowsley Computing Scheme of Work. Teaching remains practical, play-based and appropriate to the Early Years, combining short adult-led sessions with opportunities to revisit learning through continuous provision.
From Year 1 to Year 6, mainstream classes follow a carefully selected sequence of Knowsley units. The curriculum is organised so that children encounter Digital Literacy, Information Technology and Computer Science during every year.
In specialist provision, Computing is developed through adapted Cornerstones projects and purposeful functional technology use. Teaching is selected according to pupils’ developmental stages, communication profiles, physical and sensory needs and individual outcomes.
The Knowsley materials were principally developed between 2020 and 2022. Waterloo retains their strong progression while reviewing and adapting individual activities, technologies and online-safety content so that teaching remains current, inclusive and appropriate.
Our curriculum reflects the aims of the National Curriculum for Computing, including computer science, information technology and digital literacy.
| Phase | What children learn | How children learn |
|---|---|---|
| Nursery | Familiar technology and its purposes; cause and effect; simple sequences and instructions; early digital creation; careful and safe use. | Through play, adult modelling, programmable toys, cameras, sound recording, real equipment, unplugged activities and purposeful continuous provision. |
| Reception | Basic operation of technology; digital communication and creation; sequencing; algorithms; programmable toys; gathering information; early online safety. | Through selected Knowsley units, short adult-led sessions, practical exploration and repeated application across the EYFS curriculum. |
| Years 1 and 2 | Computers and devices; algorithms; programs; debugging; digital content; data; typing and presentation; online communication and safety. | Through direct teaching, practical Knowsley units, unplugged learning, programming, digital creation and guided online activity. |
| Years 3 and 4 | Programming structures; robots; word processing; spreadsheets; presentation tools; searching; networks; virtual and augmented reality; media creation and evaluation. | Through increasingly independent projects, programming, research, problem-solving, digital production and critical evaluation. |
| Years 5 and 6 | Complex programming; decomposition; variables; physical systems; HTML; binary representation; networks; multimedia; collaboration; data and emerging technologies. | Through sustained projects, testing and debugging, content creation, critical online enquiry and increasingly independent selection of technology. |
| Specialist provision | Functional technology use and computing knowledge selected through adapted Cornerstones projects and individual developmental pathways. | Through real-life routines, accessible devices, alternative input methods, repetition, explicit teaching and meaningful application. |
Computing in Nursery is not taught as a separate formal subject or through an additional commercial scheme.
Instead, adults plan experiences that establish the knowledge and habits children need before beginning the Knowsley curriculum in Reception.
Children have opportunities to:
Children progressively learn to:
These experiences establish early foundations across three connected areas:
| Area | Nursery foundation |
|---|---|
| Computer Science | Cause and effect, patterns, sequencing, instructions and simple prediction. |
| Information Technology | Recognising, operating and creating with familiar technology. |
| Digital Literacy | Purposeful use, careful handling, adult support, healthy habits and early online safety. |
Reception follows six selected Knowsley units, providing a structured bridge between the Early Years curriculum and Year 1 Computing.
| Learning block | Reception unit |
|---|---|
| LB1 | My Online Life |
| LB2 | Talking Technology |
| LB3 | Nursery Rhyme Coding |
| LB4 | Technology & Me |
| LB5 | Animal Safari |
| LB6 | Robots |
Through these units, children learn to:
Reception teaching remains rooted in effective Early Years practice. Children learn through adult modelling, small-group activity, talk, practical exploration and repeated opportunities to apply knowledge through the wider provision.
Some original Knowsley assessment language is more formal than the current EYFS framework requires. Teachers therefore assess the meaningful knowledge and independence children demonstrate rather than using Computing as an additional Early Learning Goal or checklist.
In Years 1 and 2, children develop the foundations of computer science, information technology and digital literacy.
They learn that an algorithm is a precise sequence of instructions and that programs implement algorithms on digital devices. Children create simple programs, identify errors and begin to use logical reasoning to predict outcomes.
They also learn to create, organise, save and retrieve digital content using a growing range of media.
| Year group | Waterloo Computing units |
|---|---|
| Year 1 | My Online Life; Mini-Beasts; What is a Computer?; Modern Tales; News Presenter; My Friend the Robot |
| Year 2 | My Online Life; Presentations and Typing; Making Games; Online Buddies; Story Land; Code a Story |
In Year 1, children explore the parts and purposes of computers and other devices. They follow and create simple algorithms, use programmable technology and develop early problem-solving skills.
They use photography, video, animation and data to create and present ideas. Their Digital Literacy units introduce safe communication, personal information, responsible behaviour and seeking help.
In Year 2, children develop more complex sequences, repeat commands and debugging. They create simple games and animated stories while developing keyboard, presentation and media-production skills.
They also learn more about online relationships, digital ownership, personal information and the importance of behaving respectfully when communicating.
In Key Stage 2, children apply increasingly sophisticated computational thinking and use technology with greater independence.
| Year group | Waterloo Computing units |
|---|---|
| Year 3 | My Online Life; Be Digitally Awesome; Dancing Robot; Online Detectives; Rainforests; Programming with Robots |
| Year 4 | My Online Life; Endangered Animals; Hour of Code; Fake or Real?; Dinosaurs; Games Designer |
| Year 5 | My Online Life; Making AR Games; Collaborative STEAM Challenges; YouTuber; Binary Messages; Web Designer |
| Year 6 | My Online Life; VR Worlds; Chicken Run – Crossy Roads; Online Safety Dilemmas; Money; Coding Playground |
Collaborative STEAM Challenges is Waterloo’s inclusive adaptation of the original Knowsley activity title. Children work collaboratively rather than being divided according to gender.
In Years 3 and 4, children develop their understanding of sequence, selection, repetition, variables, input and output. They learn to decompose problems, test programs and identify how they can be improved.
They develop core skills in word processing, spreadsheets and presentations while creating films, games, posters and interactive digital content. Children also learn how search engines and the internet work and begin to evaluate the reliability of information.
In Years 5 and 6, children encounter more complex programming, networks, binary representation, physical systems, HTML and text-based programming.
They select and combine media, create websites and virtual environments, use spreadsheets and collaborate on digital projects. Increasing attention is given to design, audience, purpose, evaluation and refinement.
Children are expected to approach unfamiliar technology with curiosity and resilience, applying transferable knowledge rather than relying on memorised steps for a particular application.
Computer Science teaches children the principles through which computational systems work.
Children progressively learn about:
Programming is one way in which children apply this knowledge, but Computer Science is broader than learning to operate a particular coding application.
Information Technology teaches children to select and use digital tools to create, organise, store, manipulate and communicate information.
Children learn to work with:
Children learn to consider purpose and audience. They progressively improve the organisation, accuracy, design and presentation of their digital work.
Digital Literacy enables children to use technology confidently, critically and responsibly.
Children learn about:
Children also develop practical knowledge that enables them to access the wider curriculum and participate independently.
This includes:
These skills are explicitly taught and then applied across subjects.
Computing knowledge is cumulative. Important concepts are revisited through increasingly complex contexts.
For example:
Children encounter different devices and applications so that their knowledge does not become tied to a single product.
Computational thinking enables children to approach problems systematically.
They learn to:
Programming provides practical opportunities to apply this thinking.
Children understand that errors are a normal and useful part of programming. Debugging requires careful reasoning, persistence and a willingness to revise an initial idea.
Teachers model how to read code, trace instructions and explain what a program is doing. Children gradually move from following existing programs to modifying, designing and creating their own.
Digital creation is purposeful. Children do not use an application simply because it is available.
They learn to ask:
Recording is not limited to written work. Children may demonstrate learning through digital images, animation, audio, video, presentations, programs, spreadsheets, models or multimedia projects.
Where accounts or online platforms are used, these operate within school-approved systems and appropriate safeguarding arrangements.
Online safety is a safeguarding responsibility as well as an important part of Computing.
Every year group studies My Online Life, supported by an additional Digital Literacy unit. Online safety is then revisited whenever children use connected technology and across Relationships and Health Education and the wider curriculum.
Our provision reflects the government’s Teaching Online Safety in Schools guidance and the Education for a Connected World framework.
Children progressively learn to:
Age-appropriate teaching also addresses emerging forms of technology and content. This includes artificial intelligence, generated or altered media and the possibility that convincing-looking online material may be inaccurate, misleading or fabricated.
From September 2026, Waterloo’s safeguarding arrangements will reflect Keeping Children Safe in Education 2026, including its expectations relating to online safety, emerging harms, filtering and monitoring.
Children are never expected to manage serious online risks alone. Teaching repeatedly reinforces the importance of stopping, leaving the content or interaction where possible, preserving evidence when appropriate and telling a trusted adult.
Strong Computing teaching at Waterloo follows a number of common principles.
Teachers explicitly teach the relevant concept before children use a device or application.
Knowing which button to press is not the same as understanding an algorithm, network, data set or digital representation.
Teachers model how to:
Not all Computing requires a screen.
Physical objects, role-play, cards, movement, maps and spoken instructions may help children understand sequences, algorithms, data, networks and logical reasoning before applying them digitally.
Technology is selected when it supports the intended learning. A digital activity is not automatically better than a physical, spoken or written one.
Children learn to choose tools according to purpose rather than novelty.
Teachers revisit important concepts and vocabulary. They connect new learning with previous programming, digital creation and online-safety knowledge.
Children are given time to test, notice errors and improve solutions. Adults provide sufficient support to maintain progress without immediately removing the thinking from the child.
Teachers check understanding through questioning, observation, explanation, prediction, demonstration and children’s digital products.
Assessment focuses on what children understand and can transfer, not simply whether they have completed an attractive final product.
Computing has a precise and increasingly technical language.
Vocabulary is explicitly taught, modelled and revisited. Children learn terms including:
As a Voice 21 Oracy School, we plan purposeful talk within Computing.
Children use talk to:
Clear verbal explanation is an important indication of whether children understand the underlying concept rather than merely following a procedure.
Children in specialist provision share the same entitlement to understand and use technology.
Computing is developed through carefully selected and adapted Cornerstones projects and purposeful functional technology use. The precise content reflects pupils’ developmental stages, communication profiles, physical and sensory needs, prior knowledge and individual outcomes.
Teaching may include:
Functional technology may support children to:
Adaptation may include:
Where appropriate, computing knowledge is identified within Cornerstones projects so that using technology contributes to a cumulative pathway rather than becoming an incidental activity.
Connections with mainstream units are planned when they are educationally meaningful. Inclusion may involve joining a shared activity, working towards related knowledge through an accessible tool or applying a functional skill within a common project.
Progress may be demonstrated through increased attention, intentional interaction, selection, anticipation, sequencing, control, communication, creation, problem-solving or independent use.
All children should encounter an ambitious Computing curriculum.
Teachers identify potential barriers and adapt teaching through:
Adaptation should increase access and independence without removing the central Computing concept.
For example, a child who finds typing difficult may explain an algorithm orally, arrange command cards or use alternative input technology. The method of communication changes, but the computational thinking remains ambitious.
Assessment identifies what computing knowledge children have secured and whether they can apply it independently and in a new context.
Teachers use:
Teachers consider whether children can:
A polished digital product does not by itself demonstrate secure Computing knowledge. Teachers consider the decisions, understanding and independence shown during its creation.
Assessment in the Early Years remains proportionate and based on meaningful observation. Computing does not create an additional Early Learning Goal.
In specialist provision, assessment identifies progress in computing knowledge, functional application, communication and independence.
Our Computing curriculum is successful when children:
Above all, we want children to understand that technology is designed by people and can be understood, questioned and shaped. Through secure knowledge, creativity and responsible use, every child can become an informed and capable participant in the digital world.