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Kindergarten Computer Science

This course is designed to provide computer science instruction aligned to CSTA standards for kindergarten students. It is meant to be taught approximately once a week by a designated computer science teacher.

Kindergarten Computer Science

Overview & Highlights

Level
Elementary School
Number of Lessons
36
Grade
K

Overview of Lessons

To view the entire syllabus, click here or click to explore the full course.

Unplugged Exploration

Sequences (Unplugged)

Students will be able to create a sequence of step-by-step instructions for a dance.

Coding Card Game: Sequences

Students will be able to work together to create a sequence of instructions to move Scout through a maze.

Acting with Events

Students will be able to act out how an event can trigger an action.

Computational Thinking: Morning Routines

Students will be able to use computational thinking concepts to identify patterns, break down tasks, sequence steps, and simplify processes in their morning routines.
Getting Started

Welcome to CodeHop!

Students will learn how to log in and use the CodeHopJr Playground. This short introductory lesson can be used on its own or right before a full lesson.

Mouse Practice

Students will demonstrate mouse skills by dragging and clicking with the mouse in multiple games.

Keyboard Introduction

Students will be able to use the letters, numbers, and basic functions of the keyboard effectively.
Inroduction to Programming

Scout Adventures 1: Introducing Scout

This lesson is part of a sequential story-driven unit. Students will be able to explore the programming interface and add characters.

Scout Adventures 2: Scout Starts Exploring

This lesson is part of a sequential story-driven unit. Students will be able to add backgrounds and a page to a program.

Scout Adventures 3: Scout Meets a Friend

This lesson is part of a sequential story-driven unit. Students will be able to delete and modify characters in a program.

Scout Adventures 4: Scout Explores the Forest

This lesson is part of a sequential story-driven unit. Students will be able to explore and use motion blocks to move characters around the stage in a program.

Scout Adventures 5: Scout and Bluebird Help

This lesson is part of a sequential story-driven unit. Students will be able to build a sequence of motion blocks to move characters around the stage to collect objects.

Scout Adventures 6: Scout Celebrates with Friends

This lesson is part of a sequential story-driven unit. Students will be able to create a celebration scene by adding characters, pages, backgrounds, and sequences of motion blocks with events.
Sequences & Events

Drawing Tools: Fairy Tale Painting

Students will be able to use painting tools to create a fairy-tale scene.

Introduction to Events

Students will be able to create a program using different types of events.

Sequences: Snowball Fight

Students will be able to create a program using multiple sequences.

Draw and Tell

Students will be able to create a short scene in CodeHopJr and write/dictate a sentence about the scene they created.

Our Responsibilities

Students will be able to use sequences to program two characters to explain how to be responsible in school and at home.

Introduction to Grow and Shrink Blocks

Students will create a program that uses "grow" and "shrink" blocks to change the size of characters.
Pages

Introduction to Pages

Students will be able to create a program with multiple pages.

Using the Go To Page Block

Students will be able to create a program including a “go to page” block to switch from page to page in an activity.
Block Exploration

Transportation Speeds and Sounds

Students will be able to use "say" or "sound" blocks and speed blocks to program modes of transportation.

Introduction to the Design Process

Students will be able to identify and participate in the steps of the design process with guidance to solve a simple problem through a programming animation.

Debugging: Events and Motion

Students will be able to find and correct bugs in sequences.
Loops

Loops

Students will be able to create a program using loops and explain how loops are used to repeat code.

Forever Loops: Fireworks

Students will be able to create sequences that are repeated while the program runs.
Computing Systems

Computer Basics: Introduction

Students will be able to learn what a computer is, how we use it, and what to do when it doesn’t work. They will also be able to identify input, output, hardware, and software.

Types of Software

Students will be able to compare and select appropriate software applications to complete different computing tasks.
Safety & Responsibility

Keeping Information Safe

Students will be able to identify private and personal information.

Introduction to Responsible Technology Use

Students will be able to identify ways to use technology safely and responsibly, including understanding an Acceptable Use Policy (AUP).
Data & Analysis

What Can Data Tell Us?

Students will be able to collect, organize, and analyze data about school transportation.
Impacts of Computing

Impacts of Computing: Daily Life

Students will be able to identify examples of computing devices in their daily lives and explain how technology has changed the way people live, work, and play.

Careers in CS: Spacecraft Design

Students will be able to explain advantages of using technology in different careers and create a space program to animate an astronaut and spacecraft.
AI Exploration

What is AI?

Students will be able to identify two examples of AI in their daily lives and explain one way a smart machine is different from a regular tool.

Sorting with Decision Trees

Students will be able to explain how AI uses data to learn and make decisions and create a simple decision tree to sort items based on rules.

Machine Learning: What is a Blorg?

Students will be able to explain how AI can learn information by being trained to identify an alien.
23
Exercises
35
Offline Handouts

Lesson Previews