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Oklahoma Computer Science: Kindergarten

This course is designed to provide computer science instruction for Oklahoma Kindergarten students. Students learn programming and principles of computer science, including: computing systems, networks and the Internet, data analysis, algorithms and programming, and impacts of computing.

Overview & Highlights

Level
Elementary School
Number of Lessons
37
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.

CodeHS Coding Card Game: Sequences

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

CodeHS Coding Card Game: Sequences 2

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.
Getting Started

Welcome to CodeHS!

Students will learn how to log in and use the CodeHS 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.

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.

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).

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.
ScratchJr Exploration

Scout Adventures 1: Introducing Scout

This lesson is part of a sequential story-driven unit. Students will be able to explore the ScratchJr 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 ScratchJr.

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 ScratchJr.

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 ScratchJr.

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 in ScratchJr by adding characters, pages, backgrounds, and sequences of motion blocks with events.
Sequences and 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.

Introduction to Show and Hide Blocks

Students will be able to use "show" and "hide" blocks in a sequence to make characters appear and disappear.

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.

Pages: Dragon Story

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

Introduction to Speed Blocks

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

Animal Sounds

Students will be able to use "say" or "sound" blocks to program a character to speak.

All About Me!

Students will be able to create a program that tells information about their favorites.

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.

Loops: Frog and Rabbit

Students will be able to use loops to repeat code in a program.

Forever Loops: Fireworks

Students will be able to create sequences that are repeated while the program runs.
Culmination Project

Wildlife Scene Project

Students will be able to create a wildlife scene in ScratchJr using events, sequences, and loops.
Digital Literacy

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.

Introduction to Research

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

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.
26
Exercises
33
Offline Handouts