Nursery Reception 2017 ICT SoW O365 J2e
Nursery Reception 2017 ICT SoW O365 J2e
There is a progression in ICT skills from nursery to year 6 in the different strands, and has excellent coverage of all areas of the existing ICT NC at KS2. An ICT
skills check list for this year group can be found at the end of the document. Alongside each ICT skill being developed is an ‘activity’. This activity provides the
teacher with a suggestion on how they might approach teaching that ICT skill, using a tool or application from one of the three products (O365 / J2e / iPad
app). Note that the length of time to teach each activity can vary considerably, dependent on the ability of the pupils, access to available technologies and the
approach taken to teach it.
Digital Competence
Along with suggested links to the Foundation Phase Profile Outcome, there are comprehensive references to the Digital Competence Framework (DCF)
throughout. The scheme ensures that the ICT skills needed to help to embed the DCF across the areas of learning are being taught at an appropriate year
group. At various points in the scheme you will often find reference to applying the ICT skills that have just been taught to a classroom topic or theme.
Digital Citizenship
The following activities are taken from the SWGfL ‘Digital Literacy’ website.
Further details on the Yr1 activities can be found here:
http://onlinesafetycymru.org.uk/Curriculum-Overview.aspx
Behavioural Regulation Going Places Safely Citizenship - 1.1 identity, image and reputation
Outcome 1 - are learning that some behaviour Activity 1 - Pupils are able to discover that the Internet can be used to visit - distinguish between someone they know and someone
is unacceptable. far-away places and learn new things. Compare how staying safe online is they have never met, e.g. this links to personal and social
Outcome 2 - beginning to develop an similar to staying safe in the real world and explain rules for traveling education (PSE)/well-being and would form part of
awareness of personal safety in particular safely on the Internet. 'Stranger Danger' education. (Nursery)
dangerous hazards. - recognise that actions have consequences and identify
Outcome 3 - beginning to recognise simple rules to keep them safe (offline and online), e.g.
appropriate behaviour for different situations classroom rules/charters should incorporate digital and
and respond to reason. non-digital rules. (Reception)
Citizenship - 1.4 online behaviour and cyberbullying
- identify emotions of others on a range of digital
software, e.g. talk about feelings and begin to recognise
emotions; consider how actions and words can affect
others; realise that behaviour has consequences; identify
when they are angry, worried or frightened and know who
to ask for help. (Nursery)
ABC Searching Producing - 3.1 planning, sourcing and searching
Activity 2 - Pupils are able to learn how to search online by using the - find information with a variety of sources,e.g. suggest
alphabet. Understand how to search for a specified letter of the alphabet technology as a source of information and explore familiar
on a children’s directory site and apply the results of their alphabet search image/symbol-based websites or apps. (Reception)
to create a picture dictionary. Citizenship - 1.1 identity, image and reputation
- recognise that data can be shared online,e.g. with adult
support, find images of themselves and others for instance
on the school website/school social media page, etc.
(Reception)
Pupils understand that information can be shared with others online. Interacting and Collaborating - 2.2 collaboration
- be aware that people can collaborate online. (Nursery)
Problem Solving
Mathematical Development JIT Pictogram - Data Handling Data and Computational Thinking - 4.2 data and
Outcome 1 - find similar objects when prompted by Activity 1 - Pupils are with support, able to create a simple information literacy
an adult. pictogram using suitable software. - gather data using objects. (Nursery)
Outcome 2 - make marks to represent numbers in Introduce JIT Pictogram to the pupils explaining that they can use - sort familiar objects using set criteria. (Nursery)
their play and to record collections. Sort and match computers to help them to sort and group objects. With support - Recognise that there are different types of data, e.g. sort
objects and pictures by recognising similarities. the pupils are to add suitable data to a class pictogram. and/or match objects/photographs/symbols. (Nursery)
Outcome 3 - sort and classify objects using one - create a simple pictogram using suitable software.
criterion and record collections using marks, (Reception)
numbers or pictures. - classify objects using one criterion. (Reception)
- begin to interpret information/data by making direct
comparisons e.g. explain why one group / set is different to
another set. (Reception)
Digital Creativity
- Provide opportunities for pupils to:
- interact and explore multimedia presentations created by others
(staff / older pupils) which include hyperlinks, e.g. web pages,
Google Slides
- Interact and explore their environment using multimedia
equipment, e.g. tablet device, digital microscopes, cameras and
video equipment.
- Look at and move through a series of digital photos or video on
the computer or device.
Creative Development Variety of JIT Applications - Creativity Producing - 3.1 planning sourcing and searching
Outcome 1 - exercise some control in mark and Appropriate applications could include: - navigate through a piece of software using an internal
pattern making with fingers and tools. Paint menu to find desired item. (Nursery)
Outcome 2 - produce marks and begin to use lines Animation - respond to and ask some questions such as why, what,
and shapes to create symbols and images Mix how and where in relation to the task, e.g. in response to
Outcome 3 - use a range of tools/equipment with questions decide what digital equipment to use. (Nursery)
increasing accuracy and are able to create images and ● Pupils are able to interact and explore their environment - identify a success criterion in response to questions, e.g.
symbols from a range of lines, marks and shapes. with suitable digital technologies. success criteria may include ensuring the subject is in the
They express an opinion on their own work and the ● Pupils are able to create a simple musical sequence. middle of the image when taking a photograph.
work of others, and are beginning to participate in ● Pupils are able to create marks or drawings on screen (Reception)
the planning of future activities by reflecting on using different colours. Producing - 3.2 creating
previous learning. ● Pupils are able to simply explain how they could make - explore and use different multimedia components in
improvements to their work. order to capture and use text, image, sound, animation
● Pupils are able to navigate to a suitable program or and video. (Nursery)
application and open. - select appropriate software from a limited range to
● Pupils are able to comment on their work describing what create multimedia components; create and explore the use
has been done and in relation to a single success criterion. of text, image, sound, animation and video. (Reception)
● Pupils are beginning to make simple choices about the Producing - 3.3 evaluating and improving
device or application they would like to use. - describe in response to questions some of what has been
done in the task, e.g. add comments using recording
feature in software. (Nursery)
- comment on work in relation to a single success criterion,
e.g. add comments using recording feature in software.
(Reception)
Computer Science
A range of Computational Thinking lessons and background teacher Data and Computational Thinking - 4.1 problem solving
resources, created by Barefoot Computing are available via the and modelling
Hwb platform. Make sure you are logged into Hwb to access these - follow a simple sequence of instructions. (Nursery)
playlists: - create one step instructions and identify the next step.
Lessons (Nursery)
‘Teach Yourself’ - complete patterns and sequences (nursery)
- follow a process making simple adjustments where
Mathematical Development Giving Instructions To Make Things Happen (Coding) needed. (Nursery)
Outcome 1 - They follow one-step instructions for (Nursery and Reception) Activity 1 - Pupils are able to understand - control devices by giving them instructions. (Reception)
simple movements. that devices can be given instructions. - listen to and follow a sequence of instructions from
Outcome 2 - They follow two-step instructions for Appropriate tools / applications could include: others. (Reception)
simple movements. Bee-Bot / Bee-Bot Apple iPad application - create verbal instructions. (Reception)
Outcome 3 - They move in given directions. Code-a-Pillar - attempt alternative approaches to achieve a goal.
Remote control toys (Reception).
Language, Literacy and Communication Skills JIT Turtle (on screen turtle - simple setting)
Outcome 1 - Oracy: They follow spontaneous Pupils to follow simple instructions and sequences, and think of
one-step instructions and show an understanding of alternative ways to complete their task.
simple phrases.
Outcome 2 - Oracy: They listen with growing
attention and concentration and show
understanding of two-step instructions and basic
concepts, and ask or answer simple questions.
Outcome 3 - Oracy: They demonstrate they have
listened to others and understand three-step
instructions and basic concepts.
Nursery Activity 2 - Pupils are able to complete the final steps in a Data and Computational Thinking - 4.1 problem solving
sequence of getting dressed or making toast. and modelling
- complete patterns and sequences.
Nursery Activity 3 - Pupils are able to follow picture or symbol - follow a simple sequence of instructions.
sequence to make a simple snack.
Nursery Activity 4 - Pupils are able, when following instructions to - follow a process making simple adjustments where
make a sandwich, adjust spreading of the butter to cover the whole needed.
slice.
Reception Activity 2 - Pupils will ‘tinker’ to find out about Data and Computational Thinking - 4.1 problem solving
programmable toys. and modelling
Programmable Toys Tinkering - Barefoot Computing lesson and - control devices by giving them instructions.
resources available from the Hwb platform. You will need to be
logged into Hwb to access this resource.
This activity involves pupils tinkering with programmable toys (for
example, Bee-Bots) to find out what they do and how to program
them. They will start to understand the very simple programming
language – the command buttons – used by the programmable
toys.
Reception Activity 3 - Pupils are able create and record instructions - create verbal instructions.
for others to follow in a mini beast hunt (or similar).
Reception Activity 4 - Pupils are able to listen to and follow a - listen to and follow a sequence of instructions from
sequence of instructions from others. others.
Follow verbal instructions from others. Examples could include, - attempt alternative approaches to achieve a goal.
how to get to hidden treasure in a pirates game or recreate a
constructed model .
Digital Citizenship Problem Solving Creating, Communicating and Digital Creativity Computer Science
Collaborating
Discover that the Internet can be Create a simple pictogram using Recognise letters, numbers, space Interact and explore their Understand that devices can be
used to visit far-away places and suitable software. key, full stop and the shift key on a environment with suitable digital given instructions.
learn new things. Compare how keyboard. technologies.
staying safe online is similar to Explore simple digital games and Nursery - Complete the final steps
staying safe in the real world and use digital technology to support Understand that by pressing or Create a simple musical sequence. in a sequence.
explain rules for traveling safely on role play. touching a letter/ number key, the Nursery - Follow picture or symbol
the Internet. corresponding letter/number will Create marks or drawings on sequence
Explore simple modelling and be displayed on the screen. screen using different colours. Nursery - Follow a process and
Learn how to search online by simulation games, improving make simple adjustments.
using the alphabet. Understand mouse control and double click. Recognise some parts of the Simply explain how they could Nursery - Create a single
how to search for a specified letter computer. make improvements to their work. instruction and identify the next
of the alphabet on a children’s step.
directory site and apply the results Understand that work done on a Navigate to a suitable program or
of their alphabet search to create a computer can be saved. application and open. Reception - Find out about
picture dictionary. programmable toys through
Understand that digital devices Comment on their work describing ‘tinkering’.
Understand that information can need to be handled with care. what has been done and in relation Reception - Create and record
be shared with others online. to a single success criterion. instructions for others to follow.
Aware of some of the different Reception - Listen to and follow a
digital technologies around them Beginning to make simple choices sequence of instructions from
and can make simple observations about the device or application others.
about their use. they would like to use.
Aware that digital work can belong Understand that they can record
to others and can find the name of and view video.
the author on digital work.