Getting to know the computer
Students learn the names of the parts they use every day, like the screen, keyboard, mouse, and tablet. They practice logging in, opening a program, and asking for help when something is stuck or frozen.
These are the years students start treating a computer as a tool they can control, not just watch. Students learn the names of the parts, try simple fixes when something stops working, and put steps in order to make a robot or character do what they want. They also talk about being kind online and sharing the screen fairly with a partner. By spring, students can write a short set of step-by-step instructions and follow a classmate's instructions to reach the same result.
Students learn the names of the parts they use every day, like the screen, keyboard, mouse, and tablet. They practice logging in, opening a program, and asking for help when something is stuck or frozen.
Students start to understand that computers can talk to each other over the internet. They learn what is okay to share, what to keep private, and how to be kind in a chat or message.
Students collect simple information, like favorite fruits or the weather each day, and put it into charts and pictures. They look for patterns and talk about what the picture shows.
Students break a task into small steps, like brushing teeth or making a sandwich, and put the steps in order. They start writing simple programs by snapping blocks together to move a character on screen.
Students work with a partner to make a small project, like a short animation or a game. They test it, fix what does not work, and share what they made. They also talk about how computers help people at home and at school.
Students learn to pick the right tool for the job, whether that means choosing an app, using a keyboard or mouse, or figuring out what to do when something stops working.
Students learn what the internet is and how it lets computers share information with each other. They practice explaining how people use connected devices to send messages, work together, and keep data safe.
Students gather simple information, sort it into a chart or picture, and look for patterns to answer a question, like figuring out which lunch choice classmates picked most.
Students learn to create simple step-by-step instructions that tell a computer what to do, like making a character move or sorting a list. They practice planning those steps before writing them out.
Students look at how computers and apps affect everyday life, talking about what feels fair, helpful, or harmful when people use technology.
| Standard | Definition | Code |
|---|---|---|
| Identify, select, and apply hardware, software Grades K-2 | Students learn to pick the right tool for the job, whether that means choosing an app, using a keyboard or mouse, or figuring out what to do when something stops working. | DE-CSDF.C1.k-2 |
| Explain how computer networks and the Internet enable communication… Grades K-2 | Students learn what the internet is and how it lets computers share information with each other. They practice explaining how people use connected devices to send messages, work together, and keep data safe. | DE-CSDF.C2.k-2 |
| Collect, transform, and represent data Grades K-2 | Students gather simple information, sort it into a chart or picture, and look for patterns to answer a question, like figuring out which lunch choice classmates picked most. | DE-CSDF.C3.k-2 |
| Design, develop, and analyze algorithms and programs to solve problems… Grades K-2 | Students learn to create simple step-by-step instructions that tell a computer what to do, like making a character move or sorting a list. They practice planning those steps before writing them out. | DE-CSDF.C4.k-2 |
| Investigate the social, ethical, legal Grades K-2 | Students look at how computers and apps affect everyday life, talking about what feels fair, helpful, or harmful when people use technology. | DE-CSDF.C5.k-2 |
Students practice working alongside classmates with different backgrounds and ideas. In computing activities, every voice gets heard and every student has a role.
Students work with a partner or small group to build something on a computer, splitting up tasks and sharing ideas along the way.
Students look at a big task, like planning a class party, and break it into smaller steps a computer could help with, such as making a list or sorting names.
Students practice finding what two things have in common and using that pattern to solve similar problems. It is an early step toward thinking like a programmer.
Students write simple programs or build digital projects, then test and improve them by trying again when something does not work.
Students try out a simple program or app they built, find what's not working, and fix it. Testing and fixing is part of making something work, not a sign that something went wrong.
Students describe how a program or digital tool works, using words and pictures that match what they actually see on the screen.
| Standard | Definition | Code |
|---|---|---|
| Foster an inclusive computing culture that values diverse perspectives and… Grades K-2 | Students practice working alongside classmates with different backgrounds and ideas. In computing activities, every voice gets heard and every student has a role. | DE-CSDF.P1.k-2 |
| Collaborate around computing — divide work, share ideas Grades K-2 | Students work with a partner or small group to build something on a computer, splitting up tasks and sharing ideas along the way. | DE-CSDF.P2.k-2 |
| Identify and define problems that can be solved with computation and decompose… Grades K-2 | Students look at a big task, like planning a class party, and break it into smaller steps a computer could help with, such as making a list or sorting names. | DE-CSDF.P3.k-2 |
| Use abstractions to simplify complexity, generalise solutions Grades K-2 | Students practice finding what two things have in common and using that pattern to solve similar problems. It is an early step toward thinking like a programmer. | DE-CSDF.P4.k-2 |
| Create computational artifacts — programs, simulations, models — by applying… Grades K-2 | Students write simple programs or build digital projects, then test and improve them by trying again when something does not work. | DE-CSDF.P5.k-2 |
| Systematically test computational artifacts and refine them based on evidence… Grades K-2 | Students try out a simple program or app they built, find what's not working, and fix it. Testing and fixing is part of making something work, not a sign that something went wrong. | DE-CSDF.P6.k-2 |
| Communicate clearly with appropriate vocabulary, visualizations Grades K-2 | Students describe how a program or digital tool works, using words and pictures that match what they actually see on the screen. | DE-CSDF.P7.k-2 |
Students learn the basic parts of a computer, like a screen, keyboard, and mouse, and how to use them. They also write simple step-by-step instructions, spot patterns, and talk about how to be kind and safe online. Most of this happens through games, unplugged activities, and short hands-on tasks.
Most of these skills do not need a screen. Give step-by-step directions for making a sandwich or brushing teeth and ask which step came first. Sort socks or toys into groups and talk about the pattern. That is the same thinking behind early coding.
An algorithm is just a list of steps in order. Tying shoes is an algorithm. So is a recipe. Students practice writing and following short sets of steps, and noticing when a step is missing or out of order.
Not much. A lot of early computer science is done away from screens with cards, arrows, floor mats, and drawings. When screens are used, sessions are short and focused on a specific task, not free browsing.
Start with naming parts of a computer and basic mouse and keyboard skills. Move into following and writing simple step-by-step directions, then patterns and sorting. Save online safety, simple block coding, and short partner projects for later in the year once routines are solid.
Two areas. Putting steps in the right order, especially spotting a missing step, and using precise words like left, right, forward, and back. Short daily warm-ups with floor arrows or a partner giving directions help more than longer once-a-week lessons.
Keep it simple and concrete. Names, addresses, birthdays, and photos stay private. If something on a screen feels confusing or scary, stop and tell a grown-up. Practice this with pretend scenarios at the kitchen table before it ever comes up for real.
Students can log in, open a program, and use a mouse or trackpad without help. They can write a short set of steps to solve a problem, follow a classmate's steps, and fix one that does not work. They can also explain one rule for being kind and safe online.
Ask them to give directions to a stuffed animal across the room, one step at a time. Ask them to spot the pattern in a row of shapes or colors. If they can do those calmly and explain their thinking, they are in good shape.