Year 5 Computing Scheme of Work
Year 5 represents a significant leap in programming capability. The introduction of variables allows pupils to write programs that store and update values as they run — a concept that underpins nearly all real software. Combined with more complex conditional logic, pupils can now design programs that are genuinely dynamic and interactive. At this stage, planning and decomposition become as important as the coding itself.
The networks unit takes pupils inside the technical mechanisms of the internet, exploring how data travels reliably across the globe. Video production extends the media strand into time-based media, requiring pupils to plan, capture, and edit footage with attention to audience and purpose. Online safety moves to the social dimension of digital life — social media, digital footprints, and the long-term implications of online behaviour — giving pupils the knowledge to navigate these challenges responsibly.
Expected prior knowledge
- ✓Ability to design and build Scratch programs using sequences, loops, events, and selection (if/else).
- ✓Experience entering data into spreadsheets and creating simple charts.
- ✓Understanding of how computer networks allow devices to communicate and share data.
- ✓Ability to evaluate online sources for reliability and recognise misleading information.
Units across the year
Six half-term units covering all strands of the KS2 Computing programme of study.
Variables in Programming
- –Design, write and debug programs that accomplish specific goals.
- –Use sequence, selection, repetition, and variables in programs.
- –Use logical reasoning to detect and correct errors in algorithms and programs.
- –Use physical containers (labelled boxes) to model how variables store and update values.
- –Create a variable in Scratch and use it as a score counter that increases when a condition is met.
- –Design a program that uses at least two variables, such as a timer and a score.
- –Trace through programs with variables to predict output at each stage.
Selection and Conditions
- –Design, write and debug programs that accomplish specific goals.
- –Use sequence, selection, and repetition in programs.
- –Use logical reasoning to detect and correct errors in algorithms and programs.
- –Review simple if/else and extend to programs with multiple elif/else if branches.
- –Design a program that uses nested selection to handle complex decision-making scenarios.
- –Build a Scratch quiz or adventure game that uses nested conditions to determine the outcome.
- –Evaluate the logic of a partner program by tracing through it manually and predicting output.
How the Internet Works
- –Understand computer networks including the internet.
- –Describe how data is transferred reliably across networks.
- –Appreciate the role of protocols in enabling communication between devices.
- –Model TCP/IP using a role-play where pupils act as data packets, routers, and recipient devices.
- –Investigate DNS by mapping the journey from a typed web address to an IP address.
- –Explore how HTTPS and encryption keep data private as it travels across the internet.
- –Research and present on a specific internet protocol or service (e.g. email, HTTP, FTP).
Creating Media — Video Production
- –Select, use and combine a variety of software to design and create a range of content that accomplishes given goals.
- –Analyse a short video clip for camera angle, lighting, editing pace, and how these affect the viewer.
- –Plan a short documentary or instructional video using a shot list and storyboard.
- –Film footage using tablets or cameras, applying basic composition techniques (rule of thirds, close-ups).
- –Edit footage using video software: cut, trim, reorder clips, add titles, and export the final video.
Data Science — Spreadsheets and Charts
- –Collect, analyse, evaluate and present data and information.
- –Select, use and combine a variety of software to accomplish given goals.
- –Import a large real-world dataset into a spreadsheet and explore its structure.
- –Use formulas including SUM, AVERAGE, MAX, MIN, and IF to interrogate the data.
- –Create a range of chart types (bar, pie, line) and evaluate which best represents the data.
- –Write a data analysis report presenting findings with supporting charts and a conclusion.
Online Safety — Sharing and Communication
- –Use technology safely, respectfully and responsibly.
- –Identify a range of ways to report concerns about content and contact.
- –Recognise and manage risks associated with online communication.
- –Explore the concept of a digital footprint and discuss what information is collected and retained.
- –Analyse case studies involving social media and discuss the implications of oversharing.
- –Evaluate privacy settings across common platforms and consider what they protect.
- –Create an advice resource for peers summarising best practices for safe online communication.
Progression into Year 6
In Year 6, pupils bring together all strands of the KS2 curriculum to work on larger, more complex problems. Programming focuses on decomposition, abstraction, and building programs of real-world scale. They study cybersecurity in depth, explore how data travels across networks, begin creating web pages using HTML and CSS, and develop a comprehensive understanding of computational thinking that prepares them for the secondary curriculum.
Individual lesson plans
Full lesson frameworks — learning objectives, vocabulary, lesson structure, and common misconceptions — for each unit in this scheme.
View all Year 5 Computing lesson plans →