Our Year 1 to 6 classes follow the Cambridge International Syllabus for Primary. With a focus on STEAM, we take a holistic and balanced approach to education.
Minimum Entry Age: 6 years for Primary 1
Entry/Start Date: January for new Academic Year
Syllabus: Cambridge Key Stage 1 (Year 1 and 2) Cambridge Key Stage 2 (Year 3 to 6)
Year 6 internal Checkpoint Examination
Cambridge Primary Checkpoint (Optional)
In the classroom, our teachers use a variety of methods and incorporate different activities to make learning a fun experience. Interaction is key!
As part of our balanced approach, we have a variety of Extra-Curricular activities and events for all our students as well. We believe that all kids should have a range of activities and experiences to help them develop into well-rounded individuals.
STEAM ( ICT / Coding )
The next big movement is the Industrial Revolution 4.0. The global workforce is undergoing a massive technological shift that requires our students to be prepared for when they graduate. Information and Communication Technologies (ICT) are any technological tools and resources used to communicate, create , disseminate, store and manage information.
At Honsbridge, ICT class starts at Primary 1, while coding starts at Primary 3 all the way up to secondary. The very first ICT skill set is to learn how to use the keyboard. The students’ all-time favourite is typing games that they learn in their first few lessons. Their modules from lower primary (Year 1, Year 2 and Year 3) are Initial Steps and upper primary (Year 4 and Year 5) is Next Steps. In lower secondary they continue with the ‘On Track’ syllabus. All these are using the syllabus from Cambridge International Diploma. Students have a solid foundation in ICT and when they move up to year 10, the program at IGCSE exam are according to the 0417 ICT syllabus, they are prepared.
As for coding, we are starting with code.org in primary. Scratch and Python programming in their lower secondary years. This part of the syllabus brings out the creativeness in our students. Students create the instructions for the computer to generate the desired action. This empowers a sense of superiority to have control on an electronic device rather than just being a consumer playing a game.
After School Guidance (optional or by recommendation)