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CBSE Class 6 Computational Thinking and AI: what your child learns, chapter by chapter

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In short: in Class 6, CBSE's Computational Thinking and AI (CT and AI) course has two halves. The first is ten chapters of puzzle-style thinking questions that sit next to your child's Maths chapters. The second is four short chapters that introduce AI itself: what it is, data, patterns and safe, ethical use of technology. Everything below comes from CBSE's free Class 6 Student Handbook (First Edition, March 2026), which we read in full on 7 November 2026. Page numbers are the handbook's own.

If you want the bigger picture first: our guide to CBSE's CT and AI curriculum for Classes 3 to 8 explains the framework, and our list of all 12 official handbooks has the download links for every class.

The Class 6 book at a glance

Part 1: Computational ThinkingPart 2: Artificial Intelligence
Chapters10 (pages 11 to 46)4 (pages 48 to 82)
What it looks likeAbout ten puzzle questions per chapter, most with four options; one chapter starts with a hands-on activityShort lessons with examples, then an exercise: multiple choice, fill in the blanks, short answers, "think and apply"
Tied toThe Class 6 Maths chapters, in the same orderEveryday life, data and online safety
Time CBSE suggests40 hours of CT in the year20 hours of AI, plus 40 hours for two cross-subject projects

The handbook says the hours for Class 6 add up to 100 in the year, split as above. It also says assessment is continuous: projects, assignments, reflective journals, written tests with CT puzzles and practical work, not a single exam.

Part 1: Computational Thinking, chapter by chapter

Each chapter carries the name of a Class 6 Maths chapter. The questions do not repeat the Maths textbook: they take the same idea and turn it into a puzzle that needs careful reading, several steps and a bit of logic.

Chapter (page)What the puzzles ask your child to do
1. Patterns in Mathematics (p. 11)Continue number and picture sequences, spot the one wrong term in a series, predict how a growing pattern of blocks or shapes carries on
2. Lines and Angles (p. 14)Work out directions and angles from clues, including angles between clock hands and seating around a round table
3. Number Play (p. 17)Number puzzles with rules: dice games, grids with hidden counts, arrows that compare numbers
4. Data Handling and Presentation (p. 20)Read pictographs and bar graphs, and combine what a graph shows with written clues
5. Prime Time (p. 25)A hands-on activity first: join equally spaced points on a circle by a counting rule and see which shapes appear; then questions on factors, multiples and primes
6. Perimeter and Area (p. 30)Folding, cutting and arranging shapes, and deciding what happens to perimeter and area
7. Fractions (p. 34)Compare and order fractions, including marks out of different totals, and fraction word puzzles
8. Playing with Constructions (p. 36)Fit pieces together into squares and rectangles, and count shapes made by lines or matchsticks
9. Symmetry (p. 40)Fold-and-cut puzzles, lines of symmetry and turning symmetry
10. The Other Side of Zero (p. 44)Negative numbers in series, comparisons and simple score-keeping rules

The handbook's introduction names the skills behind these puzzles: decomposition, abstraction, pattern recognition, algorithm design, troubleshooting and data analysis. In plain words: breaking a problem into parts, spotting patterns, ignoring details that do not matter, writing exact steps, finding mistakes and reading data. The handbook asks teachers to give children time to try on their own first and then compare methods, and it says the way of thinking matters more than getting the right option.

Part 2: Artificial Intelligence, chapter by chapter

Chapter (page)What your child meets
1. Introduction to AI and Everyday Examples (p. 48)What intelligence and AI are; a short history (Alan Turing, the 1956 Dartmouth project, the "AI winter"); where AI shows up in daily life (phones, banking, shopping, health, security, games, search); how AI differs from simple automation; human versus machine intelligence; labelled and unlabelled data; and the three ways machines learn: supervised, unsupervised and reinforcement learning
2. Basic Data Concepts (p. 60)What data is and why it matters; five kinds of data (numbers, text, images, video, sound); where data comes from; how to sort, label and store it; showing it in tables, bar charts and pictograms
3. Simple Pattern Recognition and Decision Making (p. 70)Patterns in routines, nature and language; finding repeats and similarities in data; turning what you observe into a simple conclusion and a decision
4. Ethics and Digital Responsibility (p. 76)Responsible use of technology; a story about a Class 6 boy who copies an essay for a project, then clicks a fake "you have won a free game" email and a fake virus warning, and loses his files; plagiarism, hacking, phishing, spam, privacy, software piracy and intellectual property; digital footprints and how to protect them

Chapter 1 is the heaviest: it is the longest of the four, and words like "supervised learning" are new for most 11-year-olds. Chapter 4 is the one most worth repeating at home, because it is about what your child does online today.

What you can do at home (no extra books needed)

Is there an exam?

The handbook describes continuous, school-based assessment (projects, journals, puzzle tests and practical work) and does not describe a board exam for CT and AI. How your school records it is up to the school, so ask your child's teacher how they will assess it this year.

Honest status

Sources