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Nebraska Technology: 5th Grade

This course is designed to provide computer science and technology instruction for Nebraska 5th Grade students. Students learn programming and technology concepts, including: computing systems, networks and the Internet, data analysis, algorithms and programming, and impacts of computing.

5th Grade
9 Units
30 Lessons

What Students Will Learn

See the full syllabus for all topics and activities, or explore the course to try it out.

UNITS - 9 (30 lessons)

  • Optional Review

  • Getting Started

  • Sequences and Events

  • Loops

  • Conditionals and Variables

  • Clones and Functions

  • Culmination Project

  • Digital Literacy

  • Productivity Software

Lesson Previews

Explore a sample lesson from this course!

FAQ

Frequently Asked Questions

What is the Nebraska Technology 5th Grade course?

It's a one-year computer science course for 5th grade that introduces foundational programming concepts through a block-based programming language. Students develop computational thinking and problem-solving skills while creating interactive projects, animations, and games, with an emphasis on creativity and collaboration.

How much instructional time does the course require?

The course totals 36 contact hours, with each lesson running about 45 minutes. Teaching one lesson per week covers a full school year. It is teacher-led, using ready-to-use lesson plans that follow a consistent Introduction, Guided Practice, Independent Practice, Extension, and Reflection structure.

What programming environment do 5th grade students use?

Students use a block-based programming interface where they write and run programs saved in their own accounts.

What key topics does the course cover?

Students explore loops through turtle graphics, and use conditionals, variables, and lists in mazes, quests, and games. They're introduced to functions, clones, and even classes and objects, giving them an early look at object-oriented programming concepts. Digital literacy lessons cover online collaboration, giving credit for digital content, and how networks and protocols move data, and the year concludes with a productivity software inquiry project.

How does the course introduce more advanced programming concepts like functions and objects?

Students build functions that take input to personalize projects and control repeated actions, use clones to manage repeated sprite actions in an interactive game, and get an early introduction to classes and objects by building a game with randomized object characteristics.