Year 6 Computing Scheme of Work
Year 6 is the culmination of the KS2 computing curriculum. Pupils revisit and extend every major strand — programming, networks, data, media, and online safety — at a level of depth and independence appropriate to the end of primary education. A key theme this year is computational thinking as a transferable skill: the ability to decompose complex problems, identify patterns, use abstraction, and design systematic solutions.
Programming challenges grow in ambition, requiring pupils to plan and build larger programs collaboratively using decomposition. The web design unit introduces HTML and CSS, giving pupils a first experience of text-based coding and revealing the structure behind the web pages they use every day. Cybersecurity is studied seriously, and pupils develop a mature understanding of how to protect themselves and others online. Throughout the year, the emphasis is on pupils becoming confident, critical, and creative users of technology.
Expected prior knowledge
- ✓Ability to design and build Scratch programs using sequences, loops, events, selection, and variables.
- ✓Experience using spreadsheets to organise, calculate, and present data with charts.
- ✓Understanding of how the internet works, including TCP/IP, DNS, and HTTPS.
- ✓Critical awareness of online safety risks including digital footprints and social media.
Units across the year
Six half-term units covering all strands of the KS2 Computing programme of study.
Programming for Real-World Problems
- –Design, write and debug programs that accomplish specific goals, decomposing problems into smaller parts.
- –Use sequence, selection, repetition, and variables in programs.
- –Use logical reasoning to detect and correct errors in algorithms and programs.
- –Analyse a real-world problem, identify sub-problems using decomposition, and assign tasks within a group.
- –Create algorithm designs for each component using flowcharts and pseudocode before coding.
- –Build and test each component separately in Scratch, then integrate them into a larger program.
- –Conduct structured peer evaluation of finished programs against the original specification.
Data and Information
- –Collect, analyse, evaluate and present data and information.
- –Select, use and combine a variety of software to accomplish given goals.
- –Explore how data is represented in binary and understand bits, bytes, and file sizes.
- –Investigate how large organisations use data and discuss the ethical implications.
- –Collect and clean a dataset, identifying and correcting errors before analysis.
- –Present data findings using spreadsheets and charts to communicate conclusions clearly.
Networks — How Data Travels
- –Understand computer networks including the internet.
- –Describe how data is transferred reliably across networks using protocols.
- –Recap packet switching and extend to explore how lost or corrupted packets are re-sent.
- –Model the TCP handshake using a role-play: device A requests a connection, device B acknowledges.
- –Investigate encryption by encoding and decoding messages using a Caesar cipher and discussing why HTTPS uses far stronger methods.
- –Research a historical or contemporary event involving network security and present findings to the class.
Cybersecurity and Online Safety
- –Use technology safely, respectfully and responsibly.
- –Recognise acceptable and unacceptable behaviour online.
- –Identify a range of ways to report concerns about content and contact.
- –Analyse phishing emails and explain the techniques used to deceive recipients.
- –Evaluate the strength of passwords and create a system for managing secure passwords.
- –Discuss malware, ransomware, and how devices can be kept protected.
- –Create a cybersecurity awareness campaign aimed at a younger year group.
Creating Media — Web Design
- –Select, use and combine a variety of software to design and create a range of content.
- –Understand that computers can be used to create a wide range of digital content.
- –Explore the HTML structure of a simple web page using browser developer tools to inspect elements.
- –Write a basic HTML page from scratch using heading, paragraph, image, and link tags.
- –Add a linked CSS stylesheet to control colours, fonts, and layout.
- –Evaluate the finished web page against accessibility and design criteria and make iterative improvements.
Computational Thinking
- –Apply their understanding of algorithms, decomposition, abstraction, and pattern recognition to a range of problems.
- –Design, write and debug programs that accomplish specific goals.
- –Use logical reasoning to evaluate solutions against given criteria.
- –Review and apply all four pillars of computational thinking (decomposition, pattern recognition, abstraction, algorithms) to new problems.
- –Complete a series of unplugged and on-screen challenges that require selecting the right approach.
- –Reflect on computing learning across KS2, identifying areas of strength and areas for development.
- –Create a personal portfolio of computing work from across the year with written evaluations.
Progression into KS3
In Year 7 and beyond (KS3), pupils will extend their programming into text-based languages such as Python, deepen their understanding of computer science theory including binary and Boolean logic, and engage with more sophisticated networks, cybersecurity, and data concepts. The computational thinking skills and practical experience developed throughout KS2 provide a strong foundation for this transition.
Individual lesson plans
Full lesson frameworks — learning objectives, vocabulary, lesson structure, and common misconceptions — for each unit in this scheme.
View all Year 6 Computing lesson plans →