- Curriculum Coverage and Enrichment Provision
- Knowledge organisers
- Physical Education
- Wilby Gymnastics Club
- Art and Design
- Wren Class - Reception and Year 1
- Kingfisher Class - Years 2 and 3
- Progress and Achievement data
- Collective Worship / Assemblies
- Religious Education
- Owl Class - Years 4/5/6
Access our Computing Skills Progression chart HERE
Access our EYFS Computing Skills Progression HERE
Access information on keeping children safe on the Internet HERE
At Wilby Primary School we believe that in order for our pupils to develop into the leaders and innovators of tomorrow, they must be equipped with the necessary skills for the 21st century. According to Piaget: "The principal goal of education in schools should be creating men and women who are capable of doing new things, not simply repeating what other generations have done; men and women who are creative, inventive and discoverers...". The requirement for pupils to develop their skills in Computing is therefore taken very seriously.
The school invests carefully in its technological provision; Our ICT subject lead teaches the skills aspect of the curriculum in weekly lessons and class teachers enable pupils to use these skills to develop other aspects of their learning. The school is well-equipped with interactive whiteboards in each classroom and a laptop trolley/ sets of ipads which provides individual computer/internet access.
We work hard to ensure that all pupils are able to use technology to support their learning and that they understand how to keep themselves safe when using a range of technological devices. E-safety is an essential part of the Computing curriculum.
Computing is far more than word-processing at Wilby Primary School and our pupils move onto secondary education with advanced skills. The children become adept at using a range of Microsoft programmes including Word, Powerpoint and Excel; they also have the opportunity to learn programming skills, using higher-order thinking processes to solve problems when controlling how a piece of code behaves, and experimenting with data-logging and control.