Computing KS2 Y5Y6 Convention

HTML: My First Web Page

5 lessons

Subject
Computing
Key Stage
KS2
Year group
Y5, Y6
Statutory reference
design, write and debug programs that accomplish specific goals
Source document
Computing (KS1/KS2) - National Curriculum Programme of Study
Estimated duration
5 lessons
Status
Convention
Coverage: 7/11 expected capabilities surfaced
Curriculum anchorConcept modelDifferentiation dataThinking lensLesson structurePrior knowledge linksLearner scaffolding
Cross-curricular linksVocabulary definitionsSuccess criteriaAccess and inclusion

Concepts

This study delivers 0 primary concepts and 2 secondary concepts.

Secondary concept: Programming: Sequence, Selection and Repetition (CO-KS12-C002)

Type: Skill | Teaching weight: 2/6

All programs are built from three fundamental control structures: sequence (instructions executed in order, one after another), selection (conditional branches where different instructions execute depending on a condition - if/then/else) and repetition (loops where instructions repeat a specified number of times or while a condition holds). These three structures are sufficient to express any computable algorithm, and mastery of them is the core of programming competence. At KS2, pupils learn to use all three structures in their programs, developing increasingly sophisticated and efficient code.

Differentiation

LevelWhat success looks likeCommon errors

EntryCreating a simple program using sequence — a series of instructions executed in order — using a block-based programming environment.Putting blocks in the wrong order so the sprite turns before walking; Not connecting blocks together so only the first one runs
DevelopingUsing selection (if/then) and repetition (loops) in programs to create more complex behaviour.Putting the if-statement outside the loop so it only checks once; Creating an infinite loop without any stopping condition
ExpectedCombining sequence, selection and repetition to create programs that solve problems or meet a design brief, using variables to store and change data.Not initialising the variable at the start (score starts at a random value); Using the wrong comparison operator (= vs >) in the selection
Greater DepthDesigning modular programs using procedures or functions, explaining how abstraction makes programs easier to understand and maintain.Creating procedures that are too specific and not genuinely reusable; Not understanding how parameters pass information into procedures

Secondary concept: Networks, the Internet and the World Wide Web (CO-KS12-C004)

Type: Knowledge | Teaching weight: 2/6

A computer network is a collection of computing devices connected together to share data and resources. The internet is the global network of networks, connecting millions of devices worldwide using a common set of protocols. The World Wide Web is a service built on the internet, comprising web pages accessed via browsers. Email, messaging and streaming are other internet services. At KS2, pupils develop conceptual understanding of how networks and the internet work, distinguishing between physical infrastructure and the services that run on top of it.

Differentiation

LevelWhat success looks likeCommon errors

EntryUnderstanding that computers can be connected together and that the internet allows people to share information across the world.Thinking the internet and the World Wide Web are the same thing; Believing websites are 'inside' their own computer
DevelopingDescribing how networks work, including the roles of routers, servers and clients, and understanding that the web is a service that runs on the internet.Using 'internet' and 'web' as if they mean the same thing; Not understanding that the internet existed before the World Wide Web
ExpectedExplaining how data is transmitted across networks using packets and protocols, and understanding how search engines and websites work.Thinking data travels as one continuous piece rather than in packets; Not understanding that packets can take different routes to the same destination


Thinking lens: Systems and System Models (primary)

Key question: What are the parts of this system, how do they interact, and what happens when something changes? Why this lens fits: Understanding the internet as a network requires pupils to model how devices, routers and servers interact as a system — each component has a role and the system's behaviour emerges from how the parts communicate. Question stems for KS2:
  • What goes into this system, and what comes out?
  • If you changed this one part, what else would be affected?
  • Where does this system start and end?
  • How could we draw a model to explain how this works?
  • Secondary lens: Cause and Effect — Writing and debugging programs with sequence, selection and repetition demands that pupils predict the effect of each control structure — tracing how changing a condition in a selection statement changes what the program does is a direct cause-and-effect analysis.

    Session structure: Practical Application

    Practical Application

    A hands-on sequence where pupils apply knowledge and skills to solve a practical problem or create a functional outcome. Begins with a real-world context, builds skills through rehearsal, guides design or planning, supports making or problem-solving, and concludes with evaluation against success criteria.

    contextskill_rehearsaldesignmake_or_solveevaluate Assessment: Practical outcome (solution, product, program) evaluated against defined success criteria, with written or verbal explanation of the process and decisions made. Teacher note: Use the PRACTICAL APPLICATION template: set a real-world context or problem that requires pupils to apply knowledge and skills. Rehearse the key skills needed through guided practice. Support pupils in designing their approach, carrying out the practical task, and evaluating their outcome. Encourage them to explain what worked well and what they would improve. KS2 question stems:
  • What skills will you need to solve this problem?
  • What is your plan, and why did you choose this approach?
  • How well did your solution work?
  • What would you change if you did it again?

  • Computing focus

    Programming paradigm: Markup Software/tool: HTML/CSS Computational concepts: sequence, abstraction Abstraction level: Symbolic Themes: web development, text-based coding, creative computing

    Why this study matters

    HTML introduces text-based coding in a forgiving context -- mistakes produce visible but non-catastrophic results (a tag in the wrong place makes text look wrong, not crash a program). Creating a web page is inherently meaningful: every website they use is made of HTML. Pupils see the direct relationship between code (text) and output (rendered page). This prepares for text-based programming languages.


    Pitfalls to avoid

  • Forgetting closing tags -- teach the 'open, content, close' pattern
  • Spelling errors in tags -- HTML tags must be exact; teach careful typing
  • Spending all time on content and no time on structure -- focus on tags and structure first, then content

  • Computational thinking skills (KS2)

    These disciplinary skills should be woven through teaching, not taught in isolation:

  • Algorithm design (KS3) — Design, implement and analyse algorithms for non-trivial computational problems including sorting and searching; understand that multiple algorithms can solve the same problem with different efficiency characteristics; use logical reasoning and formal comparison techniques to assess the relative utility of alternative algorithms; implement algorithms in at least two programming languages, at least one text-based.
  • Pattern recognition (KS2) — Identify patterns and regularities in data sets and program behaviours; use pattern recognition to select appropriate control structures (repetition for repeated actions, selection for conditional branching); generalise from specific examples to produce reusable solutions; recognise when an existing algorithm or program component can be reused to solve a new problem.
  • Abstraction (KS1) — Focus on the most important features of a problem or task while ignoring unnecessary detail; represent real-world actions as simple step-by-step instructions that capture the essential logic without irrelevant specifics.
  • Decomposition (KS2) — Decompose a complex programming problem or digital project into distinct, manageable sub-problems that can be developed and tested independently; plan program structure using top-down design before coding; use procedures and functions as the coded expression of decomposed sub-problems.
  • Decomposition (KS1) — Break a familiar task or problem into a sequence of smaller, ordered steps; understand that a complex instruction can be split into simpler sub-instructions that together achieve the same goal; apply this thinking when giving instructions to a programmable toy or creating a simple program.
  • Abstraction (KS3) — Design and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems; select appropriate levels of abstraction for a given problem context; use abstract data types, classes and interfaces to hide implementation detail; understand the layered abstractions present in computing systems from hardware to application.

  • Vocabulary word mat

    TermMeaning

    bandwidth
    browser
    code
    conditional
    data
    debug
    else
    execute
    for
    hyperlink
    if
    input
    internet
    ip address
    loop
    network
    output
    packet
    program
    protocol
    repetition
    router
    search engine
    selection
    sequence
    server
    then
    trace
    url
    variable
    website
    while
    world wide web
    HTML
    tag
    element
    heading
    paragraph
    image
    link
    source code
    web page

    Prior knowledge (retrieval plan)

    Pupils should already know the following from earlier units:

    Prior knowledge neededFor conceptDescription

    AlgorithmsProgramming: Sequence, Selection and RepetitionAn algorithm is a precise, unambiguous sequence of instructions for solving a problem or accompli...


    Scaffolding and inclusion (Y5)

    GuidelineDetail

    Reading levelFluent Reader (Lexile 450–650)
    Text-to-speechAvailable
    Max sentence length22 words
    VocabularyAcademic vocabulary expected. Technical domain vocabulary accessible with in-context clues. Figurative language (metaphor, personification) appropriate.
    Scaffolding levelLight To Moderate
    Hint tiers4 tiers
    Session length20–30 minutes
    Worked examplesRequired — Text-based. Child completes partial worked examples (fading). Not fully narrated.
    Feedback tonePeer Like Respectful
    Normalize struggleYes
    Example correct feedbackYou recognised that 1/2 is larger than 2/5, and used the common denominator method correctly. The visualiser confirms it — the bar for 1/2 is noticeably longer.
    Example error feedbackThe reasoning does not quite hold: you said both fractions are the same because the numerator in 2/5 is double the numerator in 1/2. But the denominator changed too — the pieces got smaller. Converting to tenths: 1/2 = 5/10 and 2/5 = 4/10. Which is larger now?


    Knowledge organiser

    Key terms:
  • HTML
  • tag
  • element
  • heading
  • paragraph
  • image
  • link
  • browser
  • source code
  • web page

  • Graph context

    Node type: ComputingTopicSuggestion | Study ID: TS-CO-KS2-007 Concept IDs:
  • CO-KS12-C002: Programming: Sequence, Selection and Repetition
  • CO-KS12-C004: Networks, the Internet and the World Wide Web
  • Cypher query:

    ``cypher

    MATCH (ts:ComputingTopicSuggestion {suggestion_id: 'TS-CO-KS2-007'})

    -[:DELIVERS_VIA]->(c:Concept)

    -[:HAS_DIFFICULTY_LEVEL]->(dl)

    RETURN c.name, dl.label, dl.description

    ``


    Generated from the UK Curriculum Knowledge Graph — zero LLM generation.