Kindergarten Computer Science
- Level Elementary School
- Number of Lessons 36
- Grade K
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.
See the full syllabus for all topics and activities, or explore the course to try it out.
UNITS - 12 (36 lessons)
Through screen-free activities like sequencing a dance, playing a maze card game, and acting out events, students build foundational computational thinking skills around sequencing, patterns, and events before coding on a computer.
Students build the foundational technology skills needed for the course by learning to log in to CodeHop and practicing basic mouse and keyboard use.
Following the story-driven Scout Adventures series, students learn to navigate the CodeHopJr programming interface by adding and modifying characters and backgrounds, building sequences of motion blocks, and combining these features into a complete animated scene.
Students deepen their understanding of sequences and events by using painting tools, event blocks, and grow/shrink blocks to build multi-step programs, including scenes about responsibility and personal storytelling.
Students learn to build multi-page programs and use the go-to-page block to navigate between pages in a CodeHopJr project.
Students explore say/sound and speed blocks to animate transportation modes, get an introduction to the design process, and practice debugging simple event and motion errors.
Students learn what loops are and how they repeat code, practicing with both counted loops and forever loops to create repeating animations like fireworks.
Students learn fundamental computing systems concepts, including what a computer is, how to troubleshoot problems, and how to identify input, output, hardware, and software.
Students learn to identify private and personal information and to use technology safely and responsibly, including understanding an Acceptable Use Policy.
Students practice collecting, organizing, and analyzing data by investigating a question about school transportation.
Students explore how computing devices and technology shape daily life and different careers, including designing an animated spacecraft program tied to a career exploration.
Students are introduced to artificial intelligence by identifying real-world examples, building a simple decision tree, and exploring how machine learning models can be trained to recognize new things.
Explore a sample lesson from this course!