Please enable JavaScript to use CodeHS

Florida Foundations of Computer Science: Kindergarten

This course is aligned to FL Foundations of Computer Science standards and is designed to provide computer science instruction for Florida kindergarten students. It is meant to be taught approximately weekly.

Overview & Highlights

Level
Elementary School
Number of Lessons
50
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.

Coding Card Game: Sequences

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

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.

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

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.

Careers in CS: Litter Free Communities

Students will be able to explain how computer science can help solve community problems and create a program to collect and sort litter.

Introduction to Grow and Shrink Blocks

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

Finding an Unknown in a Word Problem

Students will be able to use events and sequences to create a number story for addition and subtraction.

Place Value: Ones and Tens

Students will be able to create a program using animation to model using groups of one, five, and ten.
Pages

Introduction to Pages

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.

Decompose Numbers Up to 10

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

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.

Greater Than and Less Than: Single-Digit Numbers

Students will be able to use events to create a program that tells if a number is greater than, less than, or equal to another number.
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.

Debugging: Events and Motion

Students will be able to find and correct bugs in sequences.

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.
Loops

Loops

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

Forever Loops: Fireworks

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

Patterns and Music

Students will be able to create musical patterns using sequences and loops.
Culmination Project

All About Me!

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

What Can AI Do?

Students will be able to identify tools that use AI, explain that AI uses data to learn and make decisions, and compare tasks that are better suited for humans versus AI.

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.

Introduction to Research

Students will be able to find information using research sources and create a program to communicate their research visually.
Interdisciplinary Connections (Supplemental)

Living and Nonliving

Students will be able to classify items as living or nonliving and use tap events to trigger a character's actions.

Weather and Seasons

Students will use sequences to program an animation displaying the weather during different seasons.

How Living Things Survive

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

Comparing Organisms

Students will create a program that groups animals by similar characteristics.

Types of Motion

Students will be able to use events to program an animation displaying types of motion.

Needs of Plants

Students will be able to decompose a program and use events and messages to create a program that models the needs of plants.

Build a Sentence

Students will be able to create an interactive program that uses events to write sentences and then read them aloud.

Storytelling Animations

Students will be able to create a program that retells the details of a story in the correct order.

Original Story Animations - Personal Story

Students will be able to design a program to animate an original story and describe their program development process.

Who Keeps Us Safe?

Students will be able to create a program that describes the role of an authority figure.

Cardinal Directions

Students will be able to use events to create an interactive compass rose.
40
Exercises
37
Offline Handouts