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.

01Connecting 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.
Students explore practical examples of LANs, identifying components like routers, switches, and cables within their school environment.
Clarifying the distinction between the physical infrastructure of the internet and the software services like the web.
Students learn about the structure of websites, identifying homepages, links, and navigation elements.
Learning how search engines index the web and how to refine queries to find specific information.
Understanding the importance of keeping personal information private and identifying what information is safe to share online.
Recognizing cyberbullying and learning strategies for reporting inappropriate content or behavior online.
Students learn that their online actions create a digital footprint and discuss its permanence.
02Sequence 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.
Students learn to represent simple algorithms using basic flowchart symbols to visualize the sequence of steps.
Familiarizing students with a block-based programming environment and basic commands to control a sprite.
Using block-based programming to move characters and create interactions on screen.
Understanding and implementing simple loops to repeat actions efficiently in block code.
Developing strategies to find and fix errors in code through systematic testing.
Students systematically test their programs, identify errors, and make improvements based on feedback.
Introducing basic conditional logic where actions depend on whether a condition is true or false.

03Desktop 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.
Learning to use different fonts, sizes, colors, and styles to enhance the readability and visual appeal of text.
Basic skills in capturing, cropping, and layering images to enhance digital projects.
Learning to crop and resize images to fit specific layouts and improve visual composition.
Exploring simple image adjustments like brightness, contrast, and color to enhance visual appeal.
Understanding that digital content belongs to its creator and learning how to credit sources.
Learning practical ways to acknowledge the original creators of digital content used in projects.
Exploring basic drawing tools and shapes to create simple graphics and enhance documents.

04Data 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.
Practicing sorting physical objects into groups based on chosen attributes, preparing for digital classification.
Creating a digital tree structure that leads a user to a specific record based on their choices.
Students use a simple software tool to build their own branching database based on a chosen set of items.
Students test their branching databases with various inputs to ensure accuracy and identify any flaws.
Exploring why accurate data entry is essential for digital systems to function correctly.
Discussing examples of how data is collected, stored, and used in everyday life (e.g., weather, shopping).
Students learn simple methods for collecting data, such as conducting surveys or making observations.

05Animation 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.
Hands-on experience creating simple stop-motion animations using physical objects and a camera.
Planning digital projects using non-digital tools to ensure logical flow and timing.
Familiarizing students with basic animation software to create simple frame-by-frame digital animations.
Exploring how sound effects and background music enhance the storytelling in animations.
Reviewing and providing constructive feedback on digital creations made by peers.
Students present their completed animations and reflect on their creative process and learning.
Exploring how to design simple characters that are suitable for animation.

06Events 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.
Identifying various output devices (screen, speakers) and how they provide feedback to the user.
Programming scripts that 'wait' for a specific trigger before executing a command.
Creating more complex interactions by combining multiple event listeners and conditional statements.
Considering the user experience when creating interactive software and games.
Students apply their programming knowledge to design and create their own basic interactive game.
Students share their interactive games with peers, gather feedback, and reflect on their design choices.