Computing

With the ever-changing nature of technology and the speed at which it is becoming an integral part of our everyday life, we at Kirkham Grammar School, aim to provide our pupils with a breadth of knowledge in order to develop their ‘computational thinking’ skills. This equips them with the tools they need to succeed throughout their education and onwards into the working environment. We believe that it is important to embed this approach at an early age and therefore, we provide opportunities with technology from as early as pre-school.

Throughout their time at Kirkham Grammar School, pupils will learn how computers and computer systems work, design and code programs, develop their ideas using various technologies and produce a range of creative content. Our computing curriculum is separated into three distinct areas which focus on specific key skills, which are then differentiated dependant on age.

  • Developing simple algorithms, controlling, sensing and simulating the real world 
  • Control and Programming (coding)
  • Spreadsheets, Data logging and Modelling & Simulations
  • Finding things out, collecting and sorting data
  • Database and Graphing
  • Research: Internet
  • Online communication
  • Using technology to collect, analyse, evaluate and present information and data.
  • Word processing, Multimedia and Desktop publishing
  • Paint, Draw, Photo editing, Animation and Video
  • Sound, Podcast and Musical composition

Our Computing curriculum is designed to be delivered using a cross-curricular approach. This means that our pupils are learning to confidently integrate technology to enhance other areas of our curriculum. All of our pupils will get access to an abundance of applications and activities which will be incorporated throughout their daily lessons: 

  • Green Screen recording and editing software
  • Photo/video editing and effect software
  • Various learn-to-code applications
  • Robotics
  • E-safety programs
  • Music editing and virtual musical composition
  • Interactive multi-media publishing
  • Touch typing software
  • Individualised and tailored mathematics programmes
  • Simulation platforms
  • Data loggers and recording devices
  • Various game based learning tools