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Colorado Computer Science: Kindergarten

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

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.

Getting Started

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.

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.

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.

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.
Getting Started: Programming

Drawing Tools: Fairy Tale Painting

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

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.
Digital Literacy

Being Kind Online

Students will be able to identify examples of inappropriate behavior, including cyberbullying, by recognizing kind and unkind online messages.

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).

Keeping Information Safe

Students will be able to identify private and personal information.

What Can Data Tell Us?

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

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.

Introduction to Data Storage and Files

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

Using Networks to Connect

Students will be able to describe how people and devices connect and share information using a network, with and without wires.
Programming Exploration

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.

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.

Introduction to Grow and Shrink Blocks

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

Introduction to Pages

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

Introduction to Speed Blocks

Students will be able to create a program that uses different speed blocks to animate characters

Loops

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

Introduction to Research

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

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.
Interdisciplinary Connections

Our Responsibilities

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

Phonics: Letter Sounds

Students will be able to create a phonics game using the “on tap” event and "record audio" block.

Draw and Tell

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

How Living Things Survive

Students will be able to illustrate and explain how living things survive in their environment.

Story Problems: Add and Subtract within 10

Students will be able to create a scene in ScratchJr that represents an addition or subtraction story problem.

Decompose Numbers Up to 10

Students will create an interactive program using events to visualize algebraic thinking and decomposing numbers.

Creating Shapes

Students will use events to program shapes that can respond to user interaction. Students will combine the shapes to create a more complex shape.
26
Exercises
28
Offline Handouts

Lesson Previews