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Colorado Computer Science: 1st Grade

This course is aligned to the Colorado 1st grade Computer Science standards and is designed to provide computer science and digital literacy instruction for Colorado 1st grade students. It is meant to be taught approximately weekly.

Overview & Highlights

Level
Elementary School
Number of Lessons
40
Grade
1st

Overview of Lessons

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

Optional Review

Welcome to CodeHop!

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

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.
Getting Started

Computational Thinking: Evening Routines

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

Computer Basics: Exploration

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 be able to identify input, output, hardware, and software.
Getting Started: Programming

Events

Students will be able to explain what an event is in programming and use multiple event blocks in a program.

Sequences: Digital Responsibilities

Students will be able to use sequences to program characters and explain how to be responsible online.

Introduction to Debugging

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

Drawing Tools: Nature Walk

Students will be able to use drawing tools to create a nature-walk scene.
Digital Literacy

Positive Online Behavior

Students will be able to identify appropriate and inappropriate online behavior in a ScratchJr program.

Exploring Responsible Technology Use

Students will be able to explain ways to use technology safely and responsibly.

Giving Credit Through Attributions

Students will be able to explain why giving credit for another person's ideas and creations is important. They will reuse parts of a story to make a new story and give attribution to the original creator.

Data Storage and Files Practice

Students will be able to recognize that computers store data as files and model how data is collected and stored.

Basic Data and Programming

Students will be able to collect data and create a program to present their data visually.

Guided Research

Students will be able to find information using research sources and create a program to communicate their research visually.

Networks and the Internet

Students will be able to explain what a network is and how people communicate over networks and the Internet. They will model how messages are communicated using the Internet.

Types of Software

Students will be able to compare and select appropriate software applications to complete different computing tasks.
Programming Exploration

Grow and Shrink Blocks in Motion

Students will be able to create a program using motion blocks and grow and shrink blocks to change the size of characters.

Introduction to the Wait Block

Students will be able to use "wait" blocks to cause characters to pause in a program.

Practicing the Design Process

Students will be able to use the design process to plan, create, and revise a programming project that models a solution to a simple real-world problem.

Introduction to Repeat Loops

Students will be able to use repeat loops to run a section of code multiple times.

Debugging

Students will be able to describe what bugs are and find and correct bugs in sequences.

Introduction to Message Events

Students will be able to program a relay race that uses messages to cause characters to interact.

Pages: Create a Tapping Game

Students will be able to create a game that moves from one page to the next using "go to page" blocks.

Grid: Solving Mazes

Students will be able to design a maze and use the grid to program a character to move through the maze.

Create a Mini Golf Game

Students will be able to use messages and loops to create a mini golf game.

Variables: Storing Data with Symbols

Students will be able to model the way programs store and manipulate data using variables.

River Crossing Game

Students will be able to program obstacles in a game and change the level of difficulty using speed blocks.
Interdisciplinary Exploration

Economic Choices

Students will be able to use message events to cause character interaction and describe how people make choices between wants and needs.

Light and Shadows

Students will be able to identify and communicate the sources and effects of light by creating a program that uses events to trigger a character's sequence.

Phases of the Moon

Students will be able to use message events to model the phases of the Moon.

Phonics: Digraphs

Students will be able to create a phonics program with digraphs using events and recordings.

Original Story Animations - Personal Story

Students will be able to design a program to animate an original story and describe their program development process.

Patterns and Music

Students will be able to create musical patterns using sequences and loops.

Greater Than and Less Than: Two-Digit Numbers

Students will be able to use events to create a program that tells if a number is greater than, less than, or equal to another number.

Telling Time

Students will be able to use sequences and events to create an analog clock and display time in digital and analog forms.
34
Exercises
34
Offline Handouts

Lesson Previews