Browse by Grade: Year 3

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.

6 units·18 topics·Ages 7-8
1

Connecting the Dots: Networks and the Internet

3 topics·Networks & Security

Students investigate how digital devices connect to form networks and identify the physical components required for the internet to function.

Understanding Local Networks

An introduction to how devices in a school or home talk to each other through a central hub or router.

Simulation GameConcept Mapping
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The World Wide Web vs. The Internet

Clarifying the distinction between the physical infrastructure of the internet and the software services like the web.

Gallery WalkThink-Pair-Share
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Searching the Digital Library

Learning how search engines index the web and how to refine queries to find specific information.

Problem-Based LearningCase Study Analysis
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2

Sequence and Structure: Programming with Sprites

3 topics·Algorithms & Programming

Focusing on the logic of programming by using block-based languages to create sequences and identify errors.

Algorithms in Daily Life

Deconstructing everyday tasks into precise step-by-step instructions that a machine could follow.

Role PlayCollaborative Problem-Solving
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Logical Sequencing in Code

Using block-based programming to move characters and create interactions on screen.

Inquiry CirclePeer Teaching
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Debugging and Resilience

Developing strategies to find and fix errors in code through systematic testing.

Escape RoomStations Rotation
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3

Desktop Publishing and Digital Design

3 topics·Impacts of Computing

Students learn to manipulate text and images to create professional digital documents for a specific audience.

Layout and Visual Hierarchy

Exploring how the placement of text and images affects how a reader understands information.

Gallery Walk
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Editing Digital Images

Basic skills in capturing, cropping, and layering images to enhance digital projects.

Project-Based LearningPeer Teaching
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Copyright and Ownership

Understanding that digital content belongs to its creator and learning how to credit sources.

Case Study AnalysisFormal Debate
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4

Data Detectives: Branching Databases

3 topics·Data & Analysis

Students learn to classify objects based on attributes and build branching databases to identify items.

Attributes and Classification

Identifying unique characteristics of objects to sort them into distinct groups.

Stations Rotation
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Building a Branching Database

Creating a digital tree structure that leads a user to a specific record based on their choices.

Collaborative Problem-SolvingDecision Matrix
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Data Reliability

Exploring why accurate data entry is essential for digital systems to function correctly.

Case Study AnalysisJigsaw
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5

Animation and Sequencing

3 topics·Impacts of Computing

Combining art and technology to create stop-motion and frame-based digital animations.

The Illusion of Motion

Understanding how a series of still images creates the appearance of movement.

Inquiry CircleExperiential Learning
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Storyboarding for Tech

Planning digital projects using non-digital tools to ensure logical flow and timing.

Role PlayCarousel Brainstorm
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Evaluating Digital Media

Reviewing and providing constructive feedback on digital creations made by peers.

Gallery WalkPeer Teaching
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6

Events and Actions: Interactive Games

3 topics·Algorithms & Programming

Introducing event-driven programming where user inputs trigger specific outcomes in a digital environment.

Input and Output

Exploring how physical actions like clicking or pressing keys interact with software.

Peer TeachingStations Rotation
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Event Listeners in Code

Programming scripts that 'wait' for a specific trigger before executing a command.

Problem-Based LearningCollaborative Problem-Solving
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Designing for the User

Considering the user experience when creating interactive software and games.

Project-Based LearningThink-Pair-Share
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