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Indiana Computer Science: 2nd Grade

This course is on Indiana’s High Quality Curriculum Materials Advisory List. This course is designed to provide computer science instruction for Indiana 2nd Grade students, and it is aligned to Indiana K-2 Computer Science Standards.

Overview & Highlights

Level
Elementary School
Number of Lessons
35
Grade
2nd

Overview of Lessons

Coding Lessons & Projects

Welcome to CodeHS!

Students will learn how to log in and use the CodeHS Playground.

Code Block Review

Students will be able to use a variety of coding blocks in a program and explain their function within the program.

CodeHS Coding Card Game: Conditionals

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

CodeHS Coding Card Game: Conditionals 2

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

Data Storage and Variables

Students will be able to represent information with symbols by creating a legend for a map.

Digital Greeting Card Project

Students will be able to create a digital greeting card with events and loops.

Maze Game Project

Students will create and explore multiple ways to program an interactive game using events, messages, loops and sequences, as well as revise their program based on feedback.

Moving Targets Game

Students will be able to create a moving target game with multiple screens.

Tap-a-Mole Game

Students will use events to create an interactive Whack-a-Mole Game.

Introduction to the Grid

Students will be able to use the grid feature to move characters to a specific location on the stage.

Basic Data and Programming Project

Students will be able to develop an investigative question, collect data using a survey, and create a program to present their collected data visually.

Advanced Data and Programming

Students will be able to develop an investigative question, collect data using a survey, and create a program to present the data visually.

Data Patterns and Predictions

Students will be able to identify and describe patterns in data visualizations, then create a program using events to communicate patterns and predictions from a given data set.

Design an Adventure Game

Students will be able to create a story-based, multi-page game using Computer Science skills they have learned.

3D Design: Create a Bubble Wand

Students will be able to create a customized bubble wand by connecting, resizing, and moving shapes in Tinkercad®.

Seasonal Project (Fall): Gathering Apples Game

Students will be able to create a fall-themed collecting game using events and loops.

Seasonal Project (Spring): Create a Chase Game

Students will be able to create a spring-themed chase game using loops and events.

From ScratchJr to Scratch

Students will be able to navigate the basic interface of the Scratch editor to create a simple program.

ScratchJr to Scratch: Events and Loops

Students will be able to create a program in Scratch that uses an event and a loop.
Digital Literacy

Computer Detectives: Computer Problems

Students will be able to describe basic hardware and software problems.

Networks and the Internet

Students will be able to explain what a network is and how people communicate over networks and the Internet. They will model how messages are communicated using the Internet.

Digital Research 2: Choice Research

Students will be able to communicate research findings through programming.

Impacts of Technology in Our World

Students will be able to explain how technology has changed and how it impacts us positively and negatively.
Sample Interdisciplinary Lessons

Original Story Animations - Fiction Story

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

Animal Life Cycles

Students will be able to use message events to model the butterfly life cycle.

Telling Time

Students will be able to use sequences and events to create an analog clock and display time in digital and analog forms.

3D Shapes

Students will be able to draw 3D shapes and create a quiz game to review attributes of 3D shapes.

Events and Money

Students will be able to use events in ScratchJr to illustrate how to determine the value of a set of coins.

Place Value: Ones, Tens, and Hundreds

Students will be able to connect a digit’s place in a number to its value and create an interactive program that uses events.

Greater Than and Less Than: Three-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.
Physical Computing

Introduction to LEGO® Spike Essential

Students will be able to understand the LEGO® Spike Essential kit and Design Thinking to design and build new creations.

LEGO® SPIKE Essential: Design a Moving Statue

Students will be able to build and program a statue that moves and makes sound.

LEGO® SPIKE Essential: Design for Changing Weather

Students will be able to build and program a solution to a problem impacting the environment.

VEX 123®: Introduction

Students will be able to program a robot using sequences.

VEX 123®: Patterns of Living Things

Students will be able create programs to drive the VEX 123® robot to specific locations.
25
Exercises
29
Offline Handouts

Lesson Previews