Lesson Planner
Lesson Planner
LESSON PLANNER
Your guide to planning a semester of coding with Kodable.
Kindergarten Scope 21
& Sequence
Semester:
School:
Week Kinder 1st grade 2nd grade 3rd grade 4th grade 5th grade
1
10
11
12
Flex Weeks
13
14
15
16
17
18
1
Kodable Computer Science Curriculum K-5 Concepts Overview
Unit Name Kindergarten First Grade Second Grade Third Grade Fourth Grade Fifth Grade
Sequence Introduction to Apply algorithms Decompose a real- Decipher between Identify a problem Identify a problem
coding as a to complete world problem into problems that can that can be solved that can be solved
language. computational tasks sub steps. and cannot be computationally and computationally and
.
solved form one possible form multi-step
Predict the outcome
Explore the role computationally. multi-step solution. solutions, selecting
Apply sequence to of scripts, consider
humans play in • 10 lessons the best possible
robotics and math. potential errors. • 10 levels
making machines • 13 lessons
Apply algorithms to and explaining why.
• 11 lessons
function. • 25 levels complete • 10 lessons
• 15 levels
computational tasks • 10 levels
Apply basic across disciplines.
commands to move • 10 lessons
through simple • 10 levels
mazes.
• 8-13 lessons
• 25 levels
Conditions Introduction to logic Apply simple Solve mazes with Satisfy “if, then” Justify decisions Justify decisions
statements. conditions to solve multiple conditions. statements in a with increased with increased
mazes. program. complexity. complexity.
Alter the path of a Justify decisions
program using Unlock the ability to with increased Justify decisions Demonstrate an Demonstrate an
conditions. design and share complexity. with increased understanding of understanding of
• 6 lessons mazes. complexity. logic statements, logic statements,
• 25 levels • 7 lessons Design and share considering considering
• 25 levels mazes. Design and share observations, observations,
• Maze Maker • 7 lessons mazes. events, and events, and
• 25 levels • 4 lessons relationships relationships
• Maze Maker • 10 levels between objects. between objects.
• Maze Maker • 3 lessons • 3 lessons
• 10 levels • 10 levels
• Maze Maker • Maze Maker
For a detailed scope and sequence of lessons and outcomes, see the detailed view for each grade level. 1
2
Kodable Computer Science Curriculum K-5 Concepts Overview
Loops N/A Introduction to Introduction to Automate solutions Automate solutions Automate solutions
elements of code elements of code by using loops. by using loops. by using loops.
that increase that increase
efficiency. efficiency. Apply different Apply different Apply different
programming programming programming
Begin to automate Automate solutions elements to solve a elements to solve a elements to solve a
solutions with loops. with loops. problem. problem. problem.
• 3 lessons • 6 lessons • 6 lessons • 4 lessons • 3 lessons
• 10 levels • 25 levels • 25 levels • 15 levels • 10 levels
• Maze Maker • Maze Maker • Maze Maker • Maze Maker • Maze Maker
Functions N/A N/A Test and refine Recognize daily Identify ways to Identify ways to
automated routines that can be store and reuse data store and reuse data
solutions. broken down into a in a program. in a program.
series of steps we
Recognize patterns repeat with Test and refine Test and refine
and repetition in automaticity. automated solutions automated solutions
code. in programs to in programs to
Test and refine determine determine
Store and reuse automated solutions maximum efficiency. maximum efficiency.
code that repeats in in programs to • 7 lessons • 4 lessons
programs. determine • 25 levels • 10 levels
• 4 lessons maximum efficiency.
• 10 levels • 7 lessons
• Maze Maker • 25 levels
• Maze Maker
Variables N/A N/A N/A Classify different Classify different Classify different
types of data used types of data used types of data used
by a computer. by a computer. by a computer.
Classes and N/A N/A N/A N/A Describe the Describe the
Objects relationship relationship
between efficiency between efficiency
and object-oriented and object-oriented
programming. programming.
Organize code
following syntax
rules, grouping,
naming, and other
levels of
organization.
• 5 lessons
• 10 levels
For a detailed scope and sequence of lessons and outcomes, see the detailed view for each grade level. 3
4
Kodable 5th Grade Scope and Sequence
5
Kodable 5th Grade Scope and Sequence
Functions – Repetition, 5-7 weeks Builds on automating solutions and • Familiar Functions • Robotics 4: • 4.1-4.5: “Functions 101”
Named bit of Automation, pattern recognition Events and • 4.6-4.10: “Functions Pro”
Efficiency • Functions 1: Functions • 4.11-4.15: “Fuzzy Funk”
code for later Real world examples relate storing Introduction • 4.16-4.20: “Functions +”
use repetitive processes in our brains to • 4.21-4.25: “Funky Bugs”
how functions are stored in code • Functions 2: Don’t
Repeat Yourself
Introduced to the function
command, which stores and reuses a • Functions 3: Save
series of commands that repeat and Reuse
• Functions 4: No
Bugs Allowed
• Functions 5:
Functions
Capstone
Variables – Data Types, Input 5 weeks Bridges the gap between • String Variables 1: Celestial Strings
Data items and Output foundational coding skills and Introduction • 5.1- 5.5: “String Beans”
beginning to read and write • 5.6-5.10: “Sinking
that hold JavaScript. • String Variables 2: Strings”
values Name Game • 5.11-5.15: “Super
Teaches 3 variable types: Strings, Strings”
Integers, and Arrays • Integer Variables Interstellar Ints
1: Introduction • 6.1-6.5: “Int-ro”
Game levels use colors (strings), • 6.6-6.10: “Do it, two Int”
numbers (integers), and a • Arrays Variables 1: • 6.11-6.15: “Whole
combination of the two (arrays) to Introduction Intchilada”
clear an asteroid field with the Radiant Arrays
correct variable types • Array Variables 2: • 7.1-7.5: “Ordinal Arrays”
Save Room • 7.6-7.10: “Array Parade”
• 7.11-7.15: “Hip, Hip,
Arrays!”
6
Kodable 5th Grade Scope and Sequence
Classes and Classification, 5 weeks Explore similarities and differences • Classes 1: • 8.1-8.2: “Time for Slime”
Objects Javascript between familiar real-world objects Introduction • 8.5-8.6: “Instantiate
• Classes 2: That”
Classification Begin to create towers (objects) Classifying Objects • 8.7-8.8: “Classy Crew”
system from the Tower class, preparing to • 8.9-8.10: “Classy Code”
learn about modifying properties of • Classes 3: Creating
towers to change how they look and a Class
what they can do
• Classes 4: Objects
and Classes
• Classes 5: Classes
Capstone
Properties Traits, JavaScript 5 weeks Students examine features that • Properties 1: • 9.1-9.2: “PROPin’ Fresh”
Modifiable describe people in their lives, Introduction • 9.3-9.4: “PROPer Form”
characters in books, and classroom • 9.5-9.6: “PROPerty of”
variables in objects. • Properties 2:
OOP Describe an Object
On-screen: Students modify tower
properties to change the way towers • Properties 3:
look and behave. Objects and
Variables
• Properties 4:
JavaScript Syntax
• Properties 5:
Properties
Capstone
7
Kodable 5th Grade Scope and Sequence
Functions Automation, 3 weeks On-Screen: Students use functions to • Lessons coming • 10.1-10.2 “Bring the
Reusable Efficiency, complete complex tasks. 2019-2020 school FUNC”
JavaScript year • 10.3-10.4 “Fact or
section of
FUNCTION”
code • 10.5-10.6 “Funky Town”
8
Kodable 4th Grade Scope and Sequence
9
Kodable 4th Grade Scope and Sequence
Functions – Repetition, 5-7 weeks Builds on automating solutions and • Familiar Functions • Robotics 4: • 4.1-4.5: “Functions 101”
Named bit of Automation, pattern recognition Events and • 4.6-4.10: “Functions Pro”
Efficiency • Functions 1: Functions • 4.11-4.15: “Fuzzy Funk”
code for later Real world examples relate storing Introduction • 4.16-4.20: “Functions +”
use repetitive processes in our brains to • 4.21-4.25: “Funky Bugs”
how functions are stored in code • Functions 2: Don’t
Repeat Yourself
Introduced to the function
command, which stores and reuses a • Functions 3: Save
series of commands that repeat and Reuse
• Functions 4: No
Bugs Allowed
• Functions 5:
Functions
Capstone
Variables – Data Types, Input 5 weeks Bridges the gap between • String Variables 1: Celestial Strings
Data items and Output foundational coding skills and Introduction • 5.1- 5.5: “String Beans”
beginning to read and write • 5.6-5.10: “Sinking
that hold JavaScript. • String Variables 2: Strings”
values Name Game • 5.11-5.15: “Super
Teaches 3 variable types: Strings, Strings”
Integers, and Arrays • Integer Variables Interstellar Ints
1: Introduction • 6.1-6.5: “Int-ro”
Game levels use colors (strings), • 6.6-6.10: “Do it, two Int”
numbers (integers), and a • Arrays Variables 1: • 6.11-6.15: “Whole
combination of the two (arrays) to Introduction Intchilada”
clear an asteroid field with the Radiant Arrays
correct variable types • Array Variables 2: • 7.1-7.5: “Ordinal Arrays”
Save Room • 7.6-7.10: “Array Parade”
• 7.11-7.15: “Hip, Hip,
Arrays!”
10
Kodable 4th Grade Scope and Sequence
11
Kodable 3rd Grade Scope and Sequence
Conditions – Logic, Decision- 2-4 weeks Explores the role humans play in • Conditions 1: • 2.1-2.5: “If Fuzz, then
“If, then” making processes making machines function. Introduction Roll”
• 2.21-2.25: “Bugs Away”
logic “If, then” logic statements to • Conditions 5:
explore scenarios related to both Conditions
real-world situations and the Capstone
decision-making process computers
follow. • Magnificent Maze
Maker
Mazes require conditions to alter the
path of the program. Using the • Captain
colored condition tiles with a Conditions: Maze
directional arrow, students are able Maker
to direct the path of the fuzz and
easily change direction.
12
Kodable 3rd Grade Scope and Sequence
Loops – Repetition, 5-6 weeks Introduces automating solutions. • Loops 1: • Robotics 3: • 3.1-3.5: “Loopy Lessons”
Repeating Automation Introduction Loops • 3.21-3.25: “Loopy Bugs”
Students identify how automation
portions of
saves programmers time and • Loops 2: Algorithm
code minimizes the chance of errors on Repeat
(bugs) occurring in their code.
• Loops 3: Lunch for
Lessons include movement, math, 4
and historical program pioneers.
• Loops 4: How
Students identify patterns of Many Times?
repetition and simplify solutions
with automation. • Loops 5: Loops
Capstone
Using the purple “looper” command,
students specify how many times a
portion of the code repeats, which is
then run automatically when the
student tests their solution.
Functions – Repetition, 5-7 weeks Builds on automating solutions and • Familiar Functions • Robotics 4: • 4.1-4.5: “Functions 101”
Named bit of Automation, pattern recognition with the • Functions 1: Events and • 4.6-4.10: “Functions Pro”
Efficiency introduction to functions. Introduction Functions • 4.11-4.15: “Fuzzy Funk”
code for later
• Functions 2: Don’t • 4.16-4.20: “Functions +”
use Real world examples relate storing Repeat Yourself • 4.21-4.25: “Funky Bugs”
repetitive processes in our brains to • Functions 3: Save
how functions are stored in code. and Reuse
• Functions 4: No
Unplugged lessons introduce Bugs Allowed
students to the idea of functions • Functions 5:
through familiar classroom routines Functions
and relatable multi-step tasks. Capstone
Students are introduced to the
function command in the game,
which allows them to store and
reuse a series of commands that
repeat throughout the program.
13
Kodable 3rd Grade Scope and Sequence
Variables – Data Types, Input 5 weeks Bridges the gap between • String Variables 1: Celestial Strings:
Data items and Output foundational coding skills and Introduction • 5.1- 5.5: “String Beans”
beginning to read and write • 5.6-5.10: “Sinking
that hold JavaScript. • String Variables 2: Strings”
values Name Game • 5.11-5.15: “Super
Students begin to connect the input Strings”
and output of programs and modify • Integer Variables
variable values to change part of the 1: Introduction Interstellar Ints:
outcome in a program. • 6.1-6.5: “Int-ro”
• Arrays Variables 1: • 6.6-6.10: “Do it, two Int”
Teaches 3 variable types: Strings, Introduction • 6.11-6.15: “Whole
Integers, and Arrays. Intchilada”
• Array Variables 2:
Game levels use colors (strings), Save Room Radiant Arrays
numbers (integers), and a • 7.1-7.5: “Ordinal Arrays”
combination of the two (arrays) to • 7.6-7.10: “Array Parade”
clear an asteroid field with the • 7.11-7.15: “Hip, Hip,
correct variable types. Arrays!”
Game Designer unlocks, which
allows students to build their own
version of Asteroidia.
14
Kodable 2nd Grade Scope and Sequence
15
Kodable 2nd Grade Scope and Sequence
Conditions – Logic, Decision- 5-7 weeks Explores the role humans play in • Coding Classroom • Magnificent • 2.1-2.5: “If Fuzz, then
“If, then” making processes making machines function. Expectations Maze Maker Roll”
Captain • 2.6-2.10: “Fuzzy Fiesta”
logic “If, then” logic statements to • Conditions 1: Conditions: • 2.11-2.15: “Mission:
explore scenarios related to both Introduction Maze Maker Condition”
real-world situations and the • 2.16-2.20: “Crossy Fuzz”
decision-making process computers • Conditions 2: • 2.21-2.25: “Bugs Away”
follow. Conditional
Statements
Levels begin with simple conditions
and progress to using multiple • Conditions 3: Rules
conditions to alter the path of the Apply
program. Using the colored
condition tiles with a directional • Conditions 4:
arrow, students can direct the path Exception to the
of the fuzz and easily change Rule
direction.
• Conditions 5:
Maker feature unlocks for students Conditions
to build their own mazes and Capstone
programs.
16
Kodable 2nd Grade Scope and Sequence
Loops – Repetition, 5-6 weeks Introduces automating solutions. • Loops 1: • Robotics 3: • 3.1-3.5: “Loopy Lessons”
Repeating Automation Introduction Loops • 3.6-3.10: Loop, Roll,
Students identify how automation Repeat
portions of
saves programmers time and • Loops 1: • 3.11-3.15: Iffy Loops
code minimizes the chance of errors Introduction • 3.16-3.20: Lunar Loops
(bugs) occurring in their code. I • 3.21-3.25: “Loopy Bugs”
• Loops 2: Algorithm
Students choreograph a dance with on Repeat
repetitive moves, create a hopscotch
routine that repeats to practice the • Loops 3: Lunch for
idea of iterations, automate mass- 4
production, and are introduced to an
important programming pioneer, • Loops 4: How
Grace Hopper. Many Times?
17
Kodable 1st Grade Scope and Sequence
18
Kodable 1st Grade Scope and Sequence
Conditions – Logic, Decision- 7 weeks The Conditions unit continues the • Conditions 1: • 2.1-2.5: “If Fuzz, then
“If, then” making processes exploration of coding as a Introduction Roll”
language and digs deeper into • 2.6-2.10: “Fuzzy Fiesta”
logic
the role humans play in making • Conditions 5: • 2.11-2.15: “Mission:
machines function. The central Conditions Condition”
Capstone • 2.16-2.20: “Crossy Fuzz”
theme of the unit is logic
• 2.21-2.25: “Bugs Away”
statements, as students explore
• Captain
“if, then” scenarios related to Conditions: Maze
both real-world situations and Maker
the decision-making process
computers follow. The unit
begins with an unplugged lesson
connecting logic statements to
classroom expectations that
students follow daily.
19
Kodable 1st Grade Scope and Sequence
Loops – Repetition, 3 weeks The Loops unit builds on the first • Loops 1: • Robotics 3: • 3.1-3.5: “Loopy Lessons”
Repeating Automation two concepts and begins to Introduction Loops • 3.6-3.10: “Loop, Roll,
introduce the idea of repetition. • Maze Maker: Repeat”
portions of
• Loops 2: Algorithm Crack the
code on Repeat Loopy Code
In first grade, students are
introduced to simple loops.
Students are introduced to the
idea that automation saves
programmers time and minimizes
the chance of errors (bugs)
occurring in their code. In the
first two lessons of the unit,
students choreograph a dance
with repetitive moves and create
a hopscotch routine that repeats
to practice the idea of iterations.
20
Kindergarten Scope and Sequence
Unit 1 Unit 2
Sequence Conditions
Timeline: 8-13 weeks (50 minutes, once a week) Timeline: 6 weeks (50 minutes, once a week)
Themes: Communication, Coding as a Language Themes: Logic, Decision-making processes
Unit Description: Unit 1 is an introduction to coding as a language. Students Unit Description: The Conditions unit continues the exploration of coding as
will be able to apply algorithms to complete computational tasks. a language and digs deeper into the role humans play in making machines
Communication, daily routines, and real-life scenarios are all part of the unit’s function. The central theme of the unit is logic statements, as students explore
unplugged activities.. Integration project opportunities include robotics and “if, then” scenarios related to both real-world situations and the decision-
math with our partners Wonder Workshop (Robotics) and Freckle. Each lesson making process computers follow.
is between 45 minutes and an hour.
The game levels begin with mazes that require simple conditions and progress
In the game, students will complete a series of levels using directional arrows to using multiple conditions to alter the path of the program. Using the colored
as commands to move blueFuzz through the mazes of Smeeborg. Students will condition tiles with a directional arrow, students are able to direct the path of
begin to unlock new fuzz characters as they write programs to solve simple the fuzz and easily change direction.
mazes. At the end of the unit, students will begin debugging code by finding
and fixing mistakes in code that is given to them in order to solve the mazes. Students unlock the Maze Maker feature and are able to begin building their
own mazes. The “Captain Conditions” lesson is available to introduce the Maze
Maker through a structured activity before students begin to get creative with
their own ideas and mazes.
21
Kindergarten Scope and Sequence
22