Through the LGfL, pupils have a wide range of toolkits and resources that allow them to share, present and demonstrate creative outcomes. Google Apps, App Builders and Kodu also offer suitable creative tools.

LGfL WW1 Resources show how augmented reality could be incorporated into content

BBC Games Maker with real world physics enables pupils with limited programming knowledge to create high quality games, focusing on the playability and interaction rather than language.

Creative application

Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users

Pupils should become confident and discerning users of technology, selecting, using and combining applications. Projects could mix topics from computer science, digital literacy and information technology, allowing pupils to see how the three areas relate. For example, creating a computer game to teach people about the Norman Invasion could involve coding, creating the graphics and sound, making a video advert and producing a promotional poster.

Facilitating creative projects is something most computing teachers will be familiar with, and you will probably have examples that can be re-used. There is no doubt that using real-world problems that require real-world data sets (see, for instance, http://data.gov.uk/data/search and www.bloodhoundssc.com/education) is motivating and challenging for all pupils.

Pupils should have the opportunity to express their creativity. Once you have helped them learn the fundamentals, they should be free to create solutions with the tools they feel are most suitable for the task. Where possible, pupils should set their own challenging goals,

creating inventive and original solutions that push their specific abilities. They should evaluate the effectiveness of their solutions in terms of goals and suitability, and reflect on the process they followed, including the software they used. Link icon

Most pupils will use a range of devices in their everyday lives. The computing programme of study provides a framework to experiment with how these devices can be combined, bringing together cameras, voice recorders, mobile phones, tablet computers, laptops, desktop computers and Internet tools through project work.

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Author: Peter Kemp

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