pptx, 1.47 MB
pptx, 1.47 MB
pptx, 1.2 MB
pptx, 1.2 MB

Unplugged Year 6 Computing carousel with 4 offline activities: coding with loops, digital literacy, online safety dilemmas, and creative computing challenges.

This Year 6 Computing carousel includes 4 unplugged (offline) activities designed to deepen understanding of key KS2 computing concepts while building collaboration, partner talk, and problem-solving skills. Perfect for the first computing lesson of the year, this resource sets high expectations for independent group work and discussion.

What’s included:

  • Station 1: Advanced Coding with Loops (Factory Delivery Game) – pupils write and debug algorithms using arrow and loop cards to simulate a robot moving containers around a factory grid.
  • Station 2: Digital Literacy – Tools Detectives – pupils match tasks (e.g. “make a poster,” “record sound”) with the correct digital tools, exploring real-world uses of technology.
  • Station 3: Creative Computing Planning – pupils storyboard or design a digital project (e.g. app, game, or animation) to practise computational creativity and planning.
  • Station 4: Internet Safety Scenarios – age-appropriate discussion cards covering tricky online situations (e.g. scams, social media, misinformation) to develop critical digital citizenship skills.

Specification links:

  • Fully aligned with the UK KS2 Computing curriculum (Year 6): programming with repetition, data, digital literacy, and online safety.
  • Suitable for Grade 5–6 computer science, ICT, or digital citizenship lessons internationally.

Why teachers love this resource:

  • No devices required — keeps focus on collaboration.
  • Encourages partner talk and high-quality group discussion.
  • Clear printable templates, station cards, and activity sheets.
  • Prepares pupils for secondary computing by combining coding, literacy, safety, and creative thinking.

File type:

  • Editable PowerPoint (.pptx) and Google Slides version (station cards, scenario cards, activity sheets, and planning templates).

Keywords: Year 6 Computing, KS2 Computing, Offline Computing Carousel, Unplugged Coding Activity, Internet Safety KS2, Data Handling KS2, Debugging and Loops, Creative Computing Planning, Primary Computing Resources, Partner Talk Activities, Digital Literacy KS2.

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A bundle is a package of resources grouped together to teach a particular topic, or a series of lessons, in one place.

Bundle

Computing Unplugged CarouselsYears 1-6

Unplugged computing carousel bundle for Years 1-6. Teach algorithms, debugging, loops, data, digital literacy, creativity, and online safety without devices. This bundle contains unplugged computing carousel activities for Years 1 to 6. Each year group includes four device-free stations designed to introduce or revisit core computing concepts. The stations are intended for short rotations and guided discussion. Activities focus on clear instructions, error checking, choosing suitable digital tools, safe choices online, and creative design. The materials are suitable for the first lesson of the year, for classes with limited devices, or for reinforcement of foundational ideas. Layouts use straightforward visuals and concise text to support pupils who are learning English and pupils with special educational needs and disabilities. Print-and-go formats reduce setup time in class. What teachers need to know - Purpose: Provide structured, device-free activities that build understanding of algorithms, sequencing, loops, data representation, digital literacy, and online safety. - Structure: Four stations per year group. Pupils rotate in small groups. Each station targets a specific concept. - Pedagogy: Emphasises talk, turn-taking, and collaborative problem solving. Prompts support the use of correct vocabulary. - When to use: First computing lesson, cover lessons, enrichment days, or to consolidate key ideas alongside PSHE, maths, and art. Contents by year group - Year 1: Be the Robot. Technology Detectives. Classroom Robot Design. Staying Safe Online. - Year 2: Robot Treasure Hunt. Digital Tool Detectives. Robot Designer. Online Safety Advice. - Year 3: Robot Coding with loops. Data Handling with pictograms. Internet Safety scenarios. Flipbook Animation. - Year 4: Coding with Loops. Design a Game. Internet Safety Features. Digital Literacy tools. - Year 5: Robot Mail Delivery with loops. Digital Tool Detectives. Paper Game Prototyping. Online Safety for Games. - Year 6: Advanced Loop Coding. Digital Literacy tools. Creative Computing Planning. Internet Safety dilemmas. Formats - PDF station cards, activity sheets, and templates. - Editable PowerPoint and Google Slides versions available separately. Curriculum links - Aligned to UK KS1 and KS2 Computing: algorithms, sequencing, repetition, data, digital content, and online safety. - Suitable for international primary computing, ICT, and digital citizenship. Classroom use - No devices required. - Clear routines support expectations for discussion and movement between stations. - Low preparation. Flexible differentiation by prompt, extension question, or success criteria. - Cross-curricular links: PSHE (safe and responsible choices), maths (logic and data), art and design (planning and visual communication). Suggested routine - Prepare four station packs per year group. Print double-sided. Laminate for reuse if needed. - Model one example at the start. Clarify vocabulary: algorithm, sequence, debug, loop, data, tool choice, online safety. - Run 10 to 12 minute rotations with a visible timer. - Use a 5 minute plenary to collect examples, address misconceptions, and reinforce key terms. Keywords and search terms KS1 Computing, KS2 Computing, Primary Computing, Unplugged Computing, Offline Computing Carousel, Robot Coding, Sequencing, Debugging, Loops, Repetition, Data Handling, Pictograms, Digital Literacy, Internet Safety, Online Safety KS1, Online Safety KS2, Game Design, Creative Computing, Partner Talk, EAL, SEND, Low Prep, Print and Go.

£4.00

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