United Kingdom · National Curriculum Attainment Targets
Year 3 Computing
A comprehensive Year 3 computing curriculum that bridges the gap between basic block coding and structured computational thinking. Students explore how digital systems function while developing foundational skills in programming, data management, and online safety.

Connecting the Dots: Networks and the Internet
Students investigate how digital devices connect to form networks and identify the physical components required for the internet to function.
An introduction to how devices in a school or home talk to each other through a central hub or router.
Clarifying the distinction between the physical infrastructure of the internet and the software services like the web.
Learning how search engines index the web and how to refine queries to find specific information.
Sequence and Structure: Programming with Sprites
Focusing on the logic of programming by using block-based languages to create sequences and identify errors.
Deconstructing everyday tasks into precise step-by-step instructions that a machine could follow.
Using block-based programming to move characters and create interactions on screen.
Developing strategies to find and fix errors in code through systematic testing.

Desktop Publishing and Digital Design
Students learn to manipulate text and images to create professional digital documents for a specific audience.
Exploring how the placement of text and images affects how a reader understands information.
Basic skills in capturing, cropping, and layering images to enhance digital projects.
Understanding that digital content belongs to its creator and learning how to credit sources.

Data Detectives: Branching Databases
Students learn to classify objects based on attributes and build branching databases to identify items.
Identifying unique characteristics of objects to sort them into distinct groups.
Creating a digital tree structure that leads a user to a specific record based on their choices.
Exploring why accurate data entry is essential for digital systems to function correctly.

Animation and Sequencing
Combining art and technology to create stop-motion and frame-based digital animations.
Understanding how a series of still images creates the appearance of movement.
Planning digital projects using non-digital tools to ensure logical flow and timing.
Reviewing and providing constructive feedback on digital creations made by peers.

Events and Actions: Interactive Games
Introducing event-driven programming where user inputs trigger specific outcomes in a digital environment.
Exploring how physical actions like clicking or pressing keys interact with software.
Programming scripts that 'wait' for a specific trigger before executing a command.
Considering the user experience when creating interactive software and games.