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Oklahoma Computer Science 4th Grade

This course is designed to provide computer science instruction for Oklahoma 4th grade students. Students learn programming and principles of computer science, including: computing systems, networks and the Internet, data analysis, algorithms and programming, and impacts of computing.

Overview & Highlights

Level
Elementary School
Number of Lessons
41
Grade
4th

Overview of Lessons

Optional Review

Welcome to CodeHS!

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

Introduction to Computer Science and Scratch

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

The Coordinate Plane

Students will be able to create an opened-ended animation using the coordinate plane in Scratch.
Sequences & Events

Events: Dot in Space

Students will be able to create a program using multiple types of event blocks.

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.

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 Scratch using keyboard inputs.

State Project

Students will use events to create an interactive project detailing state-specific facts.

Broadcast Messages: Tell a Joke

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

Loops: Catch the Ball

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

Debugging: Mazes

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

Game Effects

Students will be able to modify a game to add engaging effects and make updates to their game based on peer feedback.

Create a Maze

Students will be able to draw a maze backdrop in Scratch and program Scout to navigate through the maze.

Create a Drawing App

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

Conditionals: Underwater Exploration

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

Scout's Quest: Conditionals

Students will be able to create a program using if/then conditionals.

Complex Conditionals: If/Then/Else Chase the Star

Students will be able to explain what an “if/then/else” conditional is and use it in a program.
Variables & Lists

Pong Game

Students will create and use variables to keep score in an interactive pong game.

Scout's Quest: Variables

Students will be able to create and use variables to track points in a program.

Conditionals: Flying Bird

Students will be able to use different conditionals to program a Flying Bird game.

Lists: Spelling Bee

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

Introduction to Clones

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

Snake Game

Students will use variables and clones to create a snake game.

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.

Scout's Quest: Functions with Number Inputs

Students will be able to create a drawing using functions with number inputs.

Flower Garden Functions Project

Students will create a function in a program to draw multiple flowers.
Culmination Projects

Click-a-Mole

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

Program an AI Chatbot

Students will use lists to create a chatbot to store prompts, responses, and answer questions.

Code Tunes

Students will be able to use variables, operators, and conditionals to create their own custom music player in Scratch.
Digital Literacy

How Computing Systems Work

Students will differentiate between inputs and outputs for computer-based systems and identify types of software used in different technologies.

Programming and Data Project

Students will be able to develop an investigative question, collect data, draw conclusions based on the data, and create an interactive program to present data visually.

Research: Informational Programs

Students will be able to examine the information from different resources and creatively communicate the main ideas in those sources by creating a Public Service Announcement (PSA) on healthy sleep habits.

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.

Giving Credit Through Attributions

Students will be able to give appropriate attribution when creating or remixing programs and sharing images online.

Online Collaboration

Students will be able to explain that collaboration and communication can be done online and offline, and that collaborating with others can provide a diverse perspective.

Networks, Packets, and the Internet

Students will be able to explain how information is communicated through the Internet. They will model how communication is broken into smaller pieces, transmitted as packets, and reassembled at the destination. They will design and implement a secure communication method within the classroom.

3D Design: Keyboard Accommodations

Students will be able to use the align tool to position shapes together as they create an accessible keyboard in Tinkercad®. This lesson requires student accounts in an external site.

Computer Detectives: Hardware and Software Problems

Students will be able to solve simple hardware and software problems

Data Storage

Students will explain that the amount of space required to store data differs based on the type of data and level of detail.

Training AI Using Data

Students will explore, understand, and model how artificial intelligence is trained with data to make predictions.

Networks Part 2: Network Protocols

Students will be able to explain what a network protocol is and how protocols allow data transfer over different networks. They will model how information is transferred as a series of packets via a protocol.
36
Exercises
35
Offline Handouts