Getting to know devices
Students learn the parts of a computer or tablet and how to use the mouse, keyboard, and screen. They practice simple fixes like restarting an app or checking if something is plugged in.
These are the years students start treating a computer as a tool they can think with, not just tap on. Students learn the names of basic parts like the keyboard, screen, and mouse, and try simple fixes when something stops working. Students also write short step-by-step instructions, called algorithms, and use them to move a character or robot through a task. By spring, students can break a small problem into steps and give a partner clear directions a computer could follow.
Students learn the parts of a computer or tablet and how to use the mouse, keyboard, and screen. They practice simple fixes like restarting an app or checking if something is plugged in.
Students talk about how the internet connects people and why some information should stay private. They learn to ask an adult before sharing things and to be kind in online spaces.
Students collect simple information, like favorite snacks or daily weather, and put it into charts and pictures. They look for patterns and talk about what the data shows.
Students write clear sets of steps to get from one place to another or finish a task. They use these steps to give a robot, character, or classmate directions that actually work.
Students drag blocks or use simple tools to make a character move, a story play, or a picture appear. When something does not work, they try again and ask a partner for ideas.
Students notice the computers around them, from grocery scanners to traffic lights, and talk about how technology helps people. They share their own projects and explain what they made.
Students learn what hardware and software are, pick the right tools for a task, and figure out basic fixes when something stops working.
Students learn how computers connect to each other to share information, like sending a message or a photo across a network. They also explore why keeping that shared information safe matters.
Students gather information, sort or count it, and show it in a chart or graph. Then they look for patterns in that data and explain what they found.
Students learn to write simple step-by-step instructions that tell a computer what to do, like moving a character through a maze or drawing a shape on screen.
Students look at how computers and apps affect people's daily lives, including whether something is fair, safe, or helpful to others.
| Standard | Definition | Code |
|---|---|---|
| Identify, select, and apply hardware, software Grades K-2 | Students learn what hardware and software are, pick the right tools for a task, and figure out basic fixes when something stops working. | IL-CSDF.C1.k-2 |
| Explain how computer networks and the Internet enable communication… Grades K-2 | Students learn how computers connect to each other to share information, like sending a message or a photo across a network. They also explore why keeping that shared information safe matters. | IL-CSDF.C2.k-2 |
| Collect, transform, and represent data Grades K-2 | Students gather information, sort or count it, and show it in a chart or graph. Then they look for patterns in that data and explain what they found. | IL-CSDF.C3.k-2 |
| Design, develop, and analyze algorithms and programs to solve problems… Grades K-2 | Students learn to write simple step-by-step instructions that tell a computer what to do, like moving a character through a maze or drawing a shape on screen. | IL-CSDF.C4.k-2 |
| Investigate the social, ethical, legal Grades K-2 | Students look at how computers and apps affect people's daily lives, including whether something is fair, safe, or helpful to others. | IL-CSDF.C5.k-2 |
Students practice working with classmates who think and solve problems differently. The goal is to include everyone and listen to ideas from people with different backgrounds and experiences.
Students work with a partner or small group to build something on a computer, like a simple program or digital story. They split up the tasks, share ideas, and use each other's feedback to improve what they made.
Students look at a big task, like planning a school day, and break it into smaller steps a computer could help solve. Figuring out which problems a computer is useful for is the first skill here.
Students learn to spot patterns and use them as shortcuts, so a solution that works once can work again in a new situation.
Students make simple programs or interactive projects, then try them out, fix what isn't working, and try again. That back-and-forth process of building and improving is the core skill here.
Students run their program or project, look for what breaks or confuses people, and fix it. Testing is part of the work, not the last step.
Students describe how a program or device works, using words and pictures their audience can follow. They explain what the technology does and why it matters.
| Standard | Definition | Code |
|---|---|---|
| Foster an inclusive computing culture that values diverse perspectives and… Grades K-2 | Students practice working with classmates who think and solve problems differently. The goal is to include everyone and listen to ideas from people with different backgrounds and experiences. | IL-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, like a simple program or digital story. They split up the tasks, share ideas, and use each other's feedback to improve what they made. | IL-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 school day, and break it into smaller steps a computer could help solve. Figuring out which problems a computer is useful for is the first skill here. | IL-CSDF.P3.k-2 |
| Use abstractions to simplify complexity, generalise solutions Grades K-2 | Students learn to spot patterns and use them as shortcuts, so a solution that works once can work again in a new situation. | IL-CSDF.P4.k-2 |
| Create computational artifacts — programs, simulations, models — by applying… Grades K-2 | Students make simple programs or interactive projects, then try them out, fix what isn't working, and try again. That back-and-forth process of building and improving is the core skill here. | IL-CSDF.P5.k-2 |
| Systematically test computational artifacts and refine them based on evidence… Grades K-2 | Students run their program or project, look for what breaks or confuses people, and fix it. Testing is part of the work, not the last step. | IL-CSDF.P6.k-2 |
| Communicate clearly with appropriate vocabulary, visualizations Grades K-2 | Students describe how a program or device works, using words and pictures their audience can follow. They explain what the technology does and why it matters. | IL-CSDF.P7.k-2 |
Students learn the basic parts of a computer, like the screen, mouse, and keyboard, and what to do when something does not work. They also put steps in order to solve a problem, which is the start of coding. Most of this happens through games, puzzles, and short hands-on activities.
No. A lot of these skills can be practiced without a screen. Giving step-by-step directions to make a sandwich, sorting laundry by color, or finding patterns in a bead necklace all build the same thinking.
Play games that use clear steps and order, like Simon Says, treasure hunts with written clues, or recipes read out loud. Ask questions like what step comes next or what went wrong when something did not work. That builds the same problem-solving habits used in coding.
An algorithm is just a list of steps in the right order. Brushing teeth, tying shoes, and following a recipe are all algorithms. Students practice writing and fixing these step-by-step lists long before they write real code.
Start with hardware names and safe habits so students can log in and ask for help with the right words. Move into step-by-step thinking and simple block coding by winter. Save data and online safety conversations for later in the year once routines are solid.
Putting steps in the correct order trips up the most students, especially when a step is missing or out of place. Debugging, which means finding and fixing the broken step, also takes repeated practice. Plan short daily warm-ups instead of one long lesson.
Students learn to keep personal details private, ask an adult before clicking unknown links, and tell a trusted adult if something on a screen feels wrong. At home, sit beside students for the first few minutes of any new app and talk about what they see.
By the end of second grade, students can log in, name the main parts of a computer, and follow or write a short list of steps to solve a small problem. They can also work with a partner, test their steps, and fix one that does not work.