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New York Computer Science and Digital Fluency: 4th Grade

This course is designed to provide computer science instruction for New York 4th grade students. Students learn programming and principles of computer science including: computing systems, research, algorithms and programming, and computer safety.

New York Computer Science and Digital Fluency: 4th Grade

Overview & Highlights

Level
Elementary School
Number of Lessons
34
Grade
4th

Overview of Lessons

To view the entire syllabus, click here or click to explore the full course.

Optional Review

Welcome to CodeHop!

Students will learn how to log in and use the CodeHop Playground. This short introductory lesson can be used on its own, or right before a full lesson.

Introduction to Computer Science

Students will be able to define important computer science vocabulary and create a simple program.

The Coordinate Plane

Students will be able to create an opened-ended animation using the coordinate plane.
Getting Started

Exploring Computing Systems

Students will be able to identify parts of the computing system and identify simple hardware and software problems.

Computational Thinking: Design a School

Students will be able to use computational thinking to design a school.
Sequences and Events

Creating Algorithms

Students will be able to program multiple algorithms and assess which one best meets their needs.

Pair Programming: Create a Band

Students will be able to collaborate through pair programming to design and code a band in CodeHop using keyboard inputs.

Broadcast Messages: Tell a Joke

Students will be able to use broadcast messages to program two sprites to tell a knock knock joke.

Technology Timeline

Students will be able to create an interactive timeline to illustrate the key developments in music player technology and explain how music player technology has influenced cultural practices.

Careers in CS: Major League Baseball

Students will be able to explain how coding can be used in sports, and abstract events from an article to retell important events in a timeline program.

Choose Your Own Path: Elements of Culture

Students will be able to identify elements of culture as they create a cultural choose-your-own-path game.
Loops

Loops: Catch the Ball

Students will be able to use two types of loops to create a simple game.

Debugging: Mazes

Students will be able to decompose a program to debug and make the program run as intended.
Conditionals

Conditionals: Underwater Exploration

Students will be able to create a program that uses conditionals.

Create a Drawing App

Students will be able to create a drawing app by programming keyboard and mouse inputs, loops, and conditional statements.

Scout's Quest: Conditionals

Students will be able to create a program using if/then conditionals. Part 4 of 4 in Scout's Quest skill review series.
Variables and Lists

Scout's Quest: Variables

Students will be able to create and use variables to track points in a program. Part 2 of 4 in Scout's Quest skill review series.

Lists: Spelling Bee

Students will be able to use lists to create a spelling bee game.

Inquiry Project: Data Bar Graph

Students will be able to follow the inquiry process and modify a program to display the results of their investigation.
Clones and Functions

Introduction to Clones

Students will be able to create an animation using clones and investigate the limitations of their program.

Scout's Quest: Functions with Boolean Inputs

Students will be able to create a function including a boolean input to perform different actions based on whether a password is correct. Part 1 of 4 in Scout's Quest skill review series.

Scout's Quest: Functions with Number Inputs

Students will be able to create a drawing using functions with number inputs. Part 3 of 4 in Scout's Quest skill review series.
Culmination Projects

Click-a-Mole

Students will create an interactive Whack-a-Mole style game using conditionals, variables, booleans, and events.

Designing Solutions for Accessibility

Students will be able to use the design thinking process to identify and solve real-world problems by redesigning a game to improve accessibility and usability for diverse users.
Digital Literacy

Impacts of Computing: Exploration

Students will be able to explain how technology and culture influence each other and create a project that shows a past and present version of a technology, identifies a trend, and explains one positive and one negative impact of technology and screen time.

Exploring Digital Etiquette and Communication

Students will be able to demonstrate proper digital etiquette when communicating in an online community.

Standing Up to Cyberbullying

Students will be able to recognize different types of online hurtful behavior, including cyberbullying, and describe ways to respond or take responsibility.

Managing Digital Footprints

Students will be able to explain how online actions create permanent digital footprints and describe how to manage their digital identity responsibly.

Exploring Cryptography

Students will be able to model and explain the purpose of cryptography by successfully encrypting and decrypting messages using Atbash, Caesar, and student-created ciphers.

Cybersecurity Policies and Laws

Students will explain policies and how they relate to their classroom or school, and they will research and explain a cybersecurity law specific to their state.

Give Credit When You Use It

Students will be able to search for information to answer questions online and provide proper attribution to sources.

File Management and Data in Action

Students will be able to explain that different types of digital data take up different amounts of space and can be stored in different ways.

Networks, Packets, and the Internet

Students will be able to identify and compare the components and types of wired and wireless network connections and model how devices communicate and transfer information across networks using rules and packets.

Ethical and Responsible Use of Generative AI

Students will be able to describe the pros and cons of generative AI and complete a class Code of Conduct to follow when using AI.
26
Exercises
48
Offline Handouts

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