Computing Science Powered by Seesaw I&I (UK)

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Computer Science

Seesaw Instruction & Insights

Exclusive Collections

Seesaw’s Computing Science curriculum engages every pupil in foundational computing science concepts, starting in Year 1. Address computing science curricula standards on the platform built for pupil voice and creation.

Designed for Primary

Empower young learners with inclusive characters, plugged and unplugged activities, and crosscurricular and real-life connections that inspire every pupil to see the impact of computer science in their lives.

Powered by the Most Powerful Learning Tools

Pencil and paper only go so far in supporting computing science skills, and other platforms are hard for young learners to use. Seesaw’s multimodal tools amplify fundamental skills at the core of computing science instruction.

Fits Every Classroom Throughout the Year

Lessons fluctuate to fit into any instructional day, so they’re simple to integrate into core instruction, PSHE rotations, or designated computing science activities to support Computing Science all year.

The range of media that is supported makes Seesaw very inclusive and gives every pupil an opportunity to showcase their understanding.

- Head Teacher, UK

The Building Blocks for Student Success Start in Elementary

Everything Teachers Need to Teach with Confidence

Grab-and-Go Lessons

Instructional videos, discussion questions, facilitative prompts, practise activities, and assessments

Instructional Resources

Lesson plans, instructional templates, standard-alignments, answer keys, professional development, printable posters, family handouts, and a generative AI question assistant

Inclusive and Relevant Content

Diverse characters and real-life examples provide equal opportunity for all pupils to engage in computing science

Balance of Plugged & Unplugged Activities

Seesaw tools make it easy for pupils to capture hands-on learning and add layers of explanation and reflection

Explore full alignments to your standards here.

KS1-KS2 Computer Science Curriculum

on Seesaw

Digital Leadership With Bean

AI Literacy

TinkerClass

The Digital Leaders

Computational Thinking

Computational Thinking Adventures

Code the World Mission Code

Code.org Computer Science

Visual Data Talks

STEAM

STEAM: Design Thinking

Pupils jump into Bean’s life and make real-world, hands-on choices that teach them what it takes to be safe, balance screen time, handle cyberbullying, and other critical digital citizenship skills.

The topic of artificial intelligence is demystified in these lessons as pupils define AI, recognize how AI is commonly used, think critically about AI’s impacts, and apply AI to solve problems.

Pupils explore the world of artificial intelligence through exciting podcasts on different AI topics, then extend their learning as they tinker, think, wonder, make, reflect, and more on the podcast content.

In a graphic novel experience, seven diverse superheroes bring pupils through real-world choices that build leadership skills and teach critical digital citizenship skills.

Applying problem solving to the world around them, pupils learn the concepts of decomposition, abstraction, pattern recognition, and algorithmic thinking in a fun storybook format

Pupils to explore the world with the Adventure Team to learn the four pillars of computational thinking – cognitive skills are the foundation for problem solving and future learning in computing science.

Through fun narratives and real-world scenarios, pupils join the Code Crew to collaborate, problem solve, and create engaging projects through plugged and unplugged activities in Scratch and ScratchJr.

Pupils become secret agents and digitally code, problem solve, and explain programming decisions to help robots save planets from impending doom and collect motivating badges along the way.

In this collection, pupils engage in cross-curricular Code.org coding activities and capture their learning on Seesaw.

Follow Hops and friends as they help pupils interact with interesting data all around them. Pupils create different types of visual data and engage in short classroom discussions that develop data literacy.

Spark curiosity with lessons that get pupils investigating real-world questions and applying their knowledge.

Pupils team up with an engineer to solve problems using the design thinking method, complete hands-on challenges, and explore informational texts that build vocabulary and background knowledge.

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