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Elementary Standards Mapping

for MA DLCS 3-5

62

Standards in this Framework

Standard Lessons
3-5.CAS.a.1
Describe how to use proper ergonomics (e.g., body position, lighting, positioning of equipment, taking breaks) when using devices.
3-5.CAS.a.2
Describe the threats to safe and efficient use of devices (e.g., SPAM, spyware, phishing, viruses) associated with various forms of technology use (e.g., downloading and executing software programs, following hyperlinks, opening files).
3-5.CAS.a.3
Identify appropriate and inappropriate uses of technology when posting to social media, sending e-mail or texts, and browsing the Internet.
    Internet Positivity (Unplugged) Our Words Have Power (Cyberbullying) Digital Identity Online Collaboration Ethical and Responsible Use of Generative AI AI Products: Ethical and Responsible Choices
3-5.CAS.a.4
Explain the proper use and operation of security technologies (e.g., passwords, virus protection software, spam filters, popup blockers, cookies).
    Strong Usernames and Passwords
3-5.CAS.a.5
Describe ways to employ safe practices and avoid the potential risks/dangers associated with various forms of online communications, downloads, linking, Internet purchases, advertisements, and inappropriate content within constrained environments.
    Strong Usernames and Passwords Digital Identity
3-5.CAS.a.6
Identify different types of cyberbullying (e.g., harassment, flaming, excluding people, outing, and impersonation).
    Our Words Have Power (Cyberbullying)
3-5.CAS.a.7
Explain that if you encounter cyberbullying or other inappropriate content, you should immediately tell a responsible adult (e.g., teacher, parent).
    Our Words Have Power (Cyberbullying)
3-5.CAS.b.1
Demonstrate responsible use of computers, peripheral devices, and resources as outlined in school rules [Acceptable Use Policy (AUP)].
3-5.CAS.b.2
Describe the difference between digital artifacts that are open or free and those that are protected by copyright.
3-5.CAS.b.3
Explain the guidelines for the fair use of downloading, sharing, or modifying of digital artifacts.
3-5.CAS.b.4
Describe the purpose of copyright and the possible consequences for inappropriate use of digital artifacts that are protected by copyright.
3-5.CAS.b.5
Explain that laws exist (e.g., Section 508, Telecommunication Act of 1996) that help ensure that people with disabilities can access electronic and information technology.
3-5.CAS.c.1
Explain the different forms of web advertising (e.g., search ads, pay-per-click ads, banner ads, targeted ads, in-game ads, e-mail ads).
3-5.CAS.c.2
Explain why websites, digital resources, and artifacts may include advertisements and collect personal information.
3-5.CAS.c.3
Define the digital divide as unequal access to technology on the basis of differences, such as income, education, age, and geographic location.
3-5.CAS.c.4
Use critical thinking to explain how access to technology helps empower individuals and groups (e.g., gives them access to information, the ability to communicate with others around the world, allows them to buy and sell things).
3-5.CAS.c.5
Identify resources in the community that can give people access to technology (e.g., libraries, community centers, education programs, schools, hardware/software donation programs).
3-5.CAS.c.6
Identify ways in which people with disabilities access and use technology (e.g., audio players and recorders, FM listening systems, magnifiers).
3-5.CAS.c.7
Identify the impact of social media and cyberbullying on individuals, families, and society.
3-5.DTC.a.1
Type five words-per-minute times grade level (e.g., for Grade 5, type 25 words/minute).
3-5.DTC.a.2
Navigate between local, networked, or online/cloud environments and transfer files between each (upload/download).
    Data Storage
3-5.DTC.a.3
Use digital tools (local and online) to manipulate and publish multimedia artifacts.
    Research: Informational Programs Using Digital Tools to Create Line Graphs Multimedia Book Report Technology Timeline Introduction to Google Docs™ Introduction to Microsoft Word™ Introduction to Google Slides™ Introduction to Google Sheets™ Introduction to Microsoft Excel™ Introduction to Microsoft PowerPoint™
3-5.DTC.b.1
Communicate key ideas and details individually or collaboratively in a way that informs, persuades, and/or entertains using digital tools and media-rich resources.
    Research: Informational Programs Using Digital Tools to Create Line Graphs Multimedia Book Report Technology Timeline Introduction to Google Slides™ Introduction to Google Sheets™ Introduction to Microsoft Excel™ Introduction to Microsoft PowerPoint™
3-5.DTC.b.2
Collaborate through online digital tools under teacher supervision.
    Online Collaboration
3-5.DTC.c.1
Identify digital information sources to answer research questions (e.g., online library catalog, online encyclopedias, databases, websites).
    Research: Effective Keywords Research: Informational Programs
3-5.DTC.c.2
Perform searches to locate information using two or more key words and techniques to refine and limit such searches.
    Research: Effective Keywords Research: Informational Programs
3-5.DTC.c.3
Evaluate digital sources for accuracy, relevancy, and appropriateness.
    Research: Effective Keywords Research: Informational Programs
3-5.DTC.c.4
Gather and organize information from digital sources by quoting, paraphrasing, and/or summarizing.
    Research: Informational Programs Technology Timeline
3-5.DTC.c.5
Create an artifact that answers a research question and clearly communicates thoughts and ideas.
    Research: Informational Programs Technology Timeline
3-5.DTC.c.6
Cite text-based sources using a school- or district-adopted format.
    Giving Credit Through Attributions
3-5.DTC.c.7
Provide basic source information [e.g., Uniform Resource Locator (URL), date accessed] for nontext-based sources (e.g., images, audio, video).
    Data Storage
3-5.CS.a.1
Identify a broad range of computing devices (e.g., computers, smart phones, tablets, robots, etextiles) and appropriate uses for them.
    Introduction to micro:bit® Drawing with the BBC micro:bit® and Scratch Revolutionary War Timeline with the BBC micro:bit® Interactive Map of the 13 Colonies with the BBC micro:bit® Ozobot® Programming 1: Introduction Dash® Robot 1 - Movement Cue Robot 1 - Movement Cue Robot 2 - Proximity Sensors Create a Drawing App LEGO® SPIKE Essential: Design a Moving Statue LEGO® SPIKE Essential: Design a Car Sensor Ozobot® Timeline Ozobot® Cycle Dash® Robot 2 - Proximity Sensor Dash® Robot 3 - Loops and Functions
3-5.CS.a.2
Describe the function and purpose of various input and output devices (e.g., monitor, keyboard, speakers, controller, probes, sensors, Bluetooth transmitters, synthesizers).
3-5.CS.a.3
Demonstrate an appropriate level of proficiency (connect and record data, print, send command, connect to Internet, search) in using a range of computing devices (e.g., probes, sensors, printers, robots, computers).
3-5.CS.a.4
Identify and solve simple hardware and software problems that may occur during everyday use (e.g., power, connections, application window or toolbar).
    Introduction to micro:bit® Computer Detectives: Hardware and Software Problems
3-5.CS.a.5
Describe the differences between hardware and software.
3-5.CS.a.6
Identify and explain that some computing functions are always active (e.g., locations function on smart phones).
3-5.CS.b.1
Compare and contrast human and computer performance on similar tasks (e.g., sorting alphabetically, finding a path across a cluttered room) to understand which is best suited to the task.
3-5.CS.b.2
Explain how hardware and applications [e.g., Global Positioning System (GPS) navigation for driving directions, text-to-speech translation, language translation] can enable everyone, including people with disabilities, to do things they could not do otherwise.
3-5.CS.b.3
Explain advantages and limitations of technology (e.g., a spell-checker can check thousands of words faster than a human could look them up, however, a spell-checker might not know whether ‘underserved’ is correct or if the author’s intent was to type ‘undeserved’).
3-5.CS.c.1
Describe how a network is made up of a variety of components and identify the common components (e.g., links, nodes, networking devices).
    Networks, Packets, and the Internet Networks Part 2: Network Protocols
3-5.CS.c.2
Describe the need for authentication of users and devices as it relates to access permissions, privacy, and security.
3-5.CS.c.3
Define and explain why devices are numbered/labeled in networks [e.g., the World Wide Web Uniform Resource Locator (URL), the Internet Protocol (IP) address, the Machine Access Code (MAC)].
    Networks Part 2: Network Protocols
3-5.CS.c.4
Recognize that there are many sources of and means for accessing information within a network (e.g., websites, e-mail protocols, search engines)
3-5.CS.d.1
Identify common services (e.g., driving directions apps that access remote map services, digital personal assistants that access remote information services).
3-5.CT.a.1
Use numbers or letters to represent information in another form (e.g., secret codes, Roman numerals, abbreviations).
3-5.CT.a.2
Organize information in different ways to make it more useful/relevant (e.g., sorting, tables).
3-5.CT.a.3
Make a list of sub-problems to consider, while addressing a larger problem.
    Game Mechanics with Comparison Operators Decimal Multiplication and Conditionals Plant and Animal Cells Animating Poetry Grammar Quiz Game Dash® Robot Mazes Cycle of Matter Multi-digit Multiplication and Conditionals Clones in Games Interactive Map of the 13 Colonies Interactive Map of the 13 Colonies with the BBC micro:bit® Digital Pet Project Dash® Robot 1 - Movement Cue Robot 1 - Movement Cue Robot 2 - Proximity Sensors Cue Robot 3 - Loops and Functions VEX GO®: Introduction VEX GO®: Measurement Minecraft® Coding Fundamentals - Basic Moves Minecraft® Coding Fundamentals - Repeat Loops with Sea Turtles Skills Practice: Events Skills Practice: Sequences Skills Practice: Operators Skills Practice: Functions with Number Inputs House Design with Area and Perimeter Classes and Objects in Games micro:bit®: Animal Response to the Environment Pair Programming: Create a Band VEX GO®: Speed and Energy How We See: Light Reflection LEGO® SPIKE Essential: Design a Car Sensor The US Government Choose Your Own Path: Elements of Culture VEX GO®: Lines and Angles Plan a Quest Pinball Game Project Mad Libs Project Functions Dance Project Flower Garden Functions Project Design an App Game Design Project Multiplying Fractions by Whole Numbers Geographic Effects on Early Civilizations Multiplying and Dividing Fractions Multimedia Book Report micro:bit® Reaction Game Scout's Scratch Expedition Part 1 Scout's Scratch Expedition Part 2 Scout's Scratch Expedition Part 3 Scout's Scratch Expedition Part 4 Create a Maze Animating Poetry Events: Dot in Space Broadcast Messages: Marco Polo Scout's Quest: Functions with Number Inputs Creating Turtle Graphics Broadcast Messages: Tell a Joke Events: Traveling with Scout Game Design Project Operators: Coin Flip Sequences: Parallel Programming House Design with Area and Perimeter Careers in CS: Health and Fitness Computational Thinking: Design an Obstacle Course Careers in CS: Major League Baseball CS Innovators: Grace Hopper Computational Thinking: Design a School Computational Thinking: Design a Neighborhood CS Innovators Research Project Dash® Robot 2 - Proximity Sensor Dash® Robot 3 - Loops and Functions
3-5.CT.b.1
Define an algorithm as a sequence of instructions that can be processed by a computer.
    Computational Thinking: Design an Obstacle Course Computational Thinking: Design a School Computational Thinking: Design a Neighborhood
3-5.CT.b.2
Recognize that different solutions exist for the same problem (or sub-problem).
    Multiple Algorithms Dash® Robot 1 - Movement Cue Robot 1 - Movement Creating Algorithms Loops: Falling Objects KA1.2.3a - The Rabbit Chase: Riley's Escape Part 1 KA1.2.3b - The Rabbit Chase: Riley's Escape Part 2 KA1.2.6 - The Rabbit Chase: Help Computational Thinking: Design an Obstacle Course Computational Thinking: Design a School Computational Thinking: Design a Neighborhood
3-5.CT.b.3
Use logical reasoning to predict outcomes of an algorithm.
3-5.CT.b.4
Individually and collaboratively create an algorithm to solve a problem (e.g., move a character/robot/person through a maze).
    Computational Thinking: Design an Obstacle Course Computational Thinking: Design a School Computational Thinking: Design a Neighborhood
3-5.CT.b.5
Detect and correct logical errors in various algorithms (e.g., written, mapped, live action, or digital).
    Exploring Ecosystems Maze Game Project Sound Frequency & Amplitude Platform Game Design Digital Greeting Card Project Classifying Rocks Nutrition Maze Digital Flashcards Nonfiction Animated Recordings Grammar Quiz Game Loops Dash® Robot Storytelling Dash® Robot Mazes Classifying Shapes by Category Cycle of Matter Clones in Games Revolutionary War Timeline Digital Pet Project Animating Unit Fractions Ozobot® Programming 1: Introduction Ozobot® Programming 2: More Color Codes Dash® Robot 1 - Movement Cue Robot 1 - Movement Cue Robot 2 - Proximity Sensors Cue Robot 3 - Loops and Functions Minecraft® Coding Fundamentals - Basic Moves Minecraft® Coding Fundamentals - Repeat Loops with Sea Turtles Skills Practice: Events Skills Practice: Sequences Skills Practice: Repeat Loops Skills Practice: Functions Skills Practice: Forever Loops Skills Practice: Variables Scratch Drawing Tools Skills Practice: Costumes, Backdrops, and Animations Coding with LEGO® Spike Prime Skills Practice: Functions with Boolean Inputs Skills Practice: Operators Skills Practice: Functions with Number Inputs Area of a Rectangle with Tiles House Design with Area and Perimeter Classes and Objects in Games micro:bit® Rounding to the Nearest Ten Punctuate a Title Pair Programming: Create a Band micro:bit® Rounding to the Nearest Hundred micro:bit® Rounding with Decimals Seasonal Project (Spring): Create a Chase Game! LEGO® SPIKE Essential: Design a Car Sensor Seasonal Project (Summer): Pop The Balloons The Coordinate Plane Choose Your Own Path: Elements of Culture Classifying Shapes Using Lines and Angles Classifying Quadrilaterals in a Hierarchy Plan a Quest Animation Loops Project Pinball Game Project Mad Libs Project Functions Dance Project Flower Garden Functions Project Design an App Game Design Project Add and Subtract Fractions Multiplying Fractions by Whole Numbers Naming Numbers Game Modeling Life Cycles State Project Atoms and Molecules Geographic Effects on Early Civilizations Rates and Unit Rates Multiplying and Dividing Fractions Evaluate Algebraic Equations Scale of Planets in the Solar System Balanced Ecosystems Multimedia Book Report micro:bit® Reaction Game Ozobot® Timeline Ozobot® Cycle Scout's Scratch Expedition Part 1 Scout's Scratch Expedition Part 2 Scout's Scratch Expedition Part 3 Scout's Scratch Expedition Part 4 Pong Game Debugging: Events and Loops Create a Maze Click-a-Mole Program an AI Chatbot Events: Dot in Space Loops: Catch the Ball Scout's Quest: Functions with Boolean Inputs Maze Game Project Broadcast Messages: Marco Polo Scout's Quest: Variables Scout's Quest: Functions with Number Inputs Creating Turtle Graphics Broadcast Messages: Tell a Joke Events: Traveling with Scout Variables in Dance Game Design Project Operators: Coin Flip Code Tunes Sequences: Parallel Programming Introduction to Functions Costumes, Backdrops, and Animations Loops: Falling Objects KA1.2.1 - Karel Error Messages Part 1 KA1.2.2 - Karel Error Messages Part 2 KA1.2.3 - Karel Error Messages Part 3 House Design with Area and Perimeter Unit Fractions with Variables Digital Vocabulary Flashcard Quiz Careers in CS: Health and Fitness Careers in CS: Major League Baseball CS Innovators Research Project Dash® Robot 2 - Proximity Sensor Dash® Robot 3 - Loops and Functions
3-5.CT.c.1
Describe examples of databases from everyday life (e.g., library catalogs, school records, telephone directories, contact lists).
3-5.CT.c.2
Individually and collaboratively collect and manipulate data to answer a question using a variety of computing methods (e.g., sorting, totaling, averaging) and tools (such as a spreadsheet) to collect, organize, graph, and analyze data.
3-5.CT.d.1
Individually and collaboratively create, test, and modify a program in a graphical environment (e.g., block-based visual programming language).
    Introduction to Computer Science and Scratch Practice with Conditionals Part 1 Adding with Loops Game Mechanics with Comparison Operators Loops (Unplugged) 3D Design: Codeblocks Exploring Ecosystems Balanced and Unbalanced Forces Sound Frequency & Amplitude Events Platform Game Design Communities Adapt to & Modify Their Environment Fractions and Variables Creative Storytelling Weather and Climate Digital Greeting Card Project From ScratchJr to Scratch Introduction to Comparison Operators Classifying Rocks Complex Conditionals: If/Then/Else Chase the Star Nutrition Maze Exploring Heat Decimal Multiplication and Conditionals Exploring Adaptations Physical Changes Variables Plant and Animal Cells Digital Flashcards Animating Poetry Exploring the Water Cycle Simple Algorithms Parts of Speech: Random Sentence Generator Introduction to Conditionals Wave Generator Division and Conditionals Multiple Algorithms Multiplication and Conditionals Unit Converter Sensing and Responding to the Environment Effects of Pollution Nonfiction Animated Recordings Measuring Lengths Grammar Quiz Game Drawing with the BBC micro:bit® and Scratch Loops Dash® Robot Storytelling Dash® Robot Mazes Animating Sprites with Multiplication Earth Systems Day and Night Cycle of Matter Multi-digit Multiplication and Conditionals Game Effects Clones in Games Constructive and Destructive Processes Revolutionary War Timeline Revolutionary War Timeline with the BBC micro:bit® Animal Classification Interactive Map of the 13 Colonies Interactive Map of the 13 Colonies with the BBC micro:bit® Digital Pet Project Animating Unit Fractions Multiplication Quiz Game ScratchJr to Scratch: Events and Loops Dash® Robot 1 - Movement Cue Robot 1 - Movement Cue Robot 2 - Proximity Sensors Cue Robot 3 - Loops and Functions VEX GO®: Introduction VEX GO®: Measurement Create a Drawing App Minecraft® Coding Fundamentals - Basic Moves Minecraft® Coding Fundamentals - Repeat Loops with Sea Turtles Skills Practice: Events Skills Practice: If/Then Conditionals Skills Practice: Repeat Loops Skills Practice: Functions Skills Practice: Forever Loops Skills Practice: If/Then/Else Conditionals Skills Practice: Variables Scratch Drawing Tools Skills Practice: Costumes, Backdrops, and Animations Coding with LEGO® Spike Prime Skills Practice: Functions with Boolean Inputs Skills Practice: Operators Skills Practice: Functions with Number Inputs House Design with Area and Perimeter Classes and Objects in Games micro:bit® Rounding to the Nearest Ten Punctuate a Title micro:bit®: Animal Response to the Environment Pair Programming: Create a Band micro:bit® Rounding to the Nearest Hundred micro:bit® Rounding with Decimals Seasonal Project (Spring): Create a Chase Game! VEX GO®: Speed and Energy How We See: Light Reflection Practice with Conditionals Part 2 Practice with Conditionals Part 4 LEGO® SPIKE Essential: Design a Car Sensor Seasonal Project (Summer): Pop The Balloons Practice with Conditionals Part 3 Seasonal Project (Fall): Gathering Apples Game Complex Conditionals: Balloon Game Choose Your Own Path: Elements of Culture VEX GO®: Lines and Angles Plan a Quest Pinball Game Project Mad Libs Project Functions Dance Project Flower Garden Functions Project Design an App Game Design Project Decimal Division and Conditionals Add and Subtract Fractions Multiplying Fractions by Whole Numbers Naming Numbers Game Modeling Life Cycles Fossils and Past Environments State Project Atoms and Molecules Rates and Unit Rates Positive and Negative Numbers Evaluate Algebraic Equations Balanced Ecosystems Multimedia Book Report micro:bit® Reaction Game Animating Sprites with Factors Animating Sprites with Division Makey Makey®: Introduction Makey Makey®: Graphing Points on a Coordinate Plane micro:bit®: Graphing Points on a Coordinate Plane Pong Game KA1.1.1 - Karel's Coding Environment: Example Program I-Spy with Lists Click-a-Mole Animating Poetry Creating Algorithms Introduction to Clones Program an AI Chatbot Events: Dot in Space Loops: Catch the Ball Scout's Quest: Functions with Boolean Inputs Broadcast Messages: Marco Polo Scout's Quest: Variables Clones: Throwing Acorns Game Scout's Quest: Functions with Number Inputs Lists: Shopping with Scout Scout's Quest: Conditionals Creating Turtle Graphics Conditionals: Flying Bird Broadcast Messages: Tell a Joke Lists: Spelling Bee Events: Traveling with Scout Variables in Dance Game Design Project Operators: Coin Flip Code Tunes Conditionals: Changing Effects Conditionals: Underwater Exploration Conditionals: Color Sense Conditionals: Mazes Introduction to Functions Costumes, Backdrops, and Animations Race Track Game Loops: Falling Objects KA1.2.1 - The Rabbit Chase: Time to Clean Up KA1.2.2 - The Rabbit Chase: Riley the Troublemaker KA1.2.3a - The Rabbit Chase: Riley's Escape Part 1 KA1.2.3b - The Rabbit Chase: Riley's Escape Part 2 KA1.2.4 - The Rabbit Chase: Tracking Riley KA1.2.5 - The Rabbit Chase: Over the Wall KA1.2.6 - The Rabbit Chase: Help KA1.2.7 - The Rabbit Chase: Making Friends KA1.3.1 - Lost in Space: A Call from Space KA1.3.2a - Lost in Space: Directions to Mars KA1.3.2b - Lost in Space: Asteroid Field KA1.3.2c - Lost in Space: Asteroid Field 2 KA1.3.3a - Lost in Space: Landing Systems Engaged KA1.3.3b - Lost in Space: Perimeter Check KA1.3.4a - Lost in Space: Putting Out Fires Part 1 KA1.3.4b - Lost in Space: Putting Out Fires Part 2 KA1.3.5b - Lost in Space: Tracking Tracy Part 2 KA1.3.6 - Lost in Space: Martian Sand Worms KA1.4.1 - Evaluation: Supplies Drop Off KA1.4.2 - Evaluation: Create Karel Adventures House Design with Area and Perimeter KA1.1.2 - Karel's Coding Environment: Walk Around the Pond Star Brightness and Distance Unit Fractions with Variables Digital Vocabulary Flashcard Quiz Seasonal Project (Winter): Design a Snowman KA2.2.1a - A Day at the Park: Karel Clean Up KA2.2.1b - A Day at the Park: Find the Exit KA2.2.1c - A Day at the Park: Escape the Bedroom KA2.2.2a - A Day at the Park: Fetch Karel KA2.2.2b - A Day at the Park: Get Down the Hallway KA2.2.2c - A Day at the Park: Escape the Building KA2.2.3a - A Day at the Park: Building Towers KA2.2.3b - A Day at the Park: Get Around the Cars KA2.2.3c - A Day at the Park: Find the Park KA2.2.4a - A Day at the Park: Making Custom Colors KA2.2.4b - A Day at the Park: Make a Tree KA2.2.4c - A Day at the Park: Set Up the Scavenger Hunt KA2.1.1a- Rosetta Stone: Pick Up the Hat 1 KA2.1.1b- Rosetta Stone: Pick Up the Hat 2 KA2.1.1c- Rosetta Stone: Travel to Egypt KA2.1.2a- Rosetta Stone: Approach the Entrance KA2.1.2b- Rosetta Stone: Uncover the Hieroglyph KA2.1.3a- Rosetta Stone: Light the Torches 1 KA2.1.3b- Rosetta Stone: Light the Torches 2 KA2.1.4a- Rosetta Stone: Leave Without a Trace KA2.1.4b- Rosetta Stone: Which Way? KA2.1.5a- Rosetta Stone: Snakes! KA2.1.5b- Rosetta Stone: Escape the Scarab Room KA2.1.6- Rosetta Stone: Challenge: Draw a Hieroglyph KA2.3.1- Evaluation: Collect the Tennis Balls Drawing Tools: Sea Creatures Loops: Sphero® Underwater Exploration Dash® Robot 2 - Proximity Sensor Conditionals: Sphero® Shark Race Dash® Robot 3 - Loops and Functions
3-5.CT.d.2
Use arithmetic operators, conditionals, and repetition in programs.
    Game Mechanics with Comparison Operators Introduction to Comparison Operators Operators: Coin Flip
3-5.CT.d.3
Use interactive debugging to detect and correct simple program errors.
    Exploring Ecosystems Maze Game Project Sound Frequency & Amplitude Platform Game Design Digital Greeting Card Project Classifying Rocks Nutrition Maze Digital Flashcards Nonfiction Animated Recordings Grammar Quiz Game Loops Dash® Robot Storytelling Dash® Robot Mazes Classifying Shapes by Category Cycle of Matter Clones in Games Revolutionary War Timeline Digital Pet Project Animating Unit Fractions Ozobot® Programming 1: Introduction Ozobot® Programming 2: More Color Codes Dash® Robot 1 - Movement Cue Robot 1 - Movement Cue Robot 2 - Proximity Sensors Cue Robot 3 - Loops and Functions Minecraft® Coding Fundamentals - Basic Moves Minecraft® Coding Fundamentals - Repeat Loops with Sea Turtles Skills Practice: Events Skills Practice: Sequences Skills Practice: Repeat Loops Skills Practice: Functions Skills Practice: Forever Loops Skills Practice: Variables Scratch Drawing Tools Skills Practice: Costumes, Backdrops, and Animations Coding with LEGO® Spike Prime Skills Practice: Functions with Boolean Inputs Skills Practice: Operators Skills Practice: Functions with Number Inputs Area of a Rectangle with Tiles House Design with Area and Perimeter Classes and Objects in Games micro:bit® Rounding to the Nearest Ten Punctuate a Title Pair Programming: Create a Band micro:bit® Rounding to the Nearest Hundred micro:bit® Rounding with Decimals Seasonal Project (Spring): Create a Chase Game! LEGO® SPIKE Essential: Design a Car Sensor Seasonal Project (Summer): Pop The Balloons The Coordinate Plane Choose Your Own Path: Elements of Culture Classifying Shapes Using Lines and Angles Classifying Quadrilaterals in a Hierarchy Plan a Quest Animation Loops Project Pinball Game Project Mad Libs Project Functions Dance Project Flower Garden Functions Project Design an App Game Design Project Add and Subtract Fractions Multiplying Fractions by Whole Numbers Naming Numbers Game Modeling Life Cycles State Project Atoms and Molecules Geographic Effects on Early Civilizations Rates and Unit Rates Multiplying and Dividing Fractions Evaluate Algebraic Equations Scale of Planets in the Solar System Balanced Ecosystems Multimedia Book Report micro:bit® Reaction Game Ozobot® Timeline Ozobot® Cycle Scout's Scratch Expedition Part 1 Scout's Scratch Expedition Part 2 Scout's Scratch Expedition Part 3 Scout's Scratch Expedition Part 4 Pong Game Debugging: Events and Loops Create a Maze Click-a-Mole Program an AI Chatbot Events: Dot in Space Loops: Catch the Ball Scout's Quest: Functions with Boolean Inputs Maze Game Project Broadcast Messages: Marco Polo Scout's Quest: Variables Scout's Quest: Functions with Number Inputs Creating Turtle Graphics Broadcast Messages: Tell a Joke Events: Traveling with Scout Variables in Dance Game Design Project Operators: Coin Flip Code Tunes Sequences: Parallel Programming Introduction to Functions Costumes, Backdrops, and Animations Loops: Falling Objects KA1.2.1 - Karel Error Messages Part 1 KA1.2.2 - Karel Error Messages Part 2 KA1.2.3 - Karel Error Messages Part 3 House Design with Area and Perimeter Unit Fractions with Variables Digital Vocabulary Flashcard Quiz Careers in CS: Health and Fitness Careers in CS: Major League Baseball CS Innovators Research Project Dash® Robot 2 - Proximity Sensor Dash® Robot 3 - Loops and Functions
3-5.CT.d.4
Recognize that programs need known starting values (e.g., set initial score to zero in a game).
    Game Mechanics with Comparison Operators 3D Design: Codeblocks Balanced and Unbalanced Forces Sound Frequency & Amplitude Fractions and Variables Introduction to Comparison Operators Wave Generator Unit Converter Revolutionary War Timeline Revolutionary War Timeline with the BBC micro:bit® Interactive Map of the 13 Colonies Interactive Map of the 13 Colonies with the BBC micro:bit® Digital Pet Project Animating Unit Fractions Multiplication Quiz Game Cue Robot 3 - Loops and Functions Skills Practice: Variables Skills Practice: Operators Area of a Rectangle with Tiles House Design with Area and Perimeter Classes and Objects in Games micro:bit® Rounding to the Nearest Ten micro:bit® Rounding to the Nearest Hundred micro:bit® Rounding with Decimals Seasonal Project (Summer): Pop The Balloons Seasonal Project (Fall): Gathering Apples Game Pinball Game Project Mad Libs Project Design an App Game Design Project Naming Numbers Game Rates and Unit Rates Positive and Negative Numbers Scale of Planets in the Solar System Balanced Ecosystems micro:bit® Reaction Game Pong Game I-Spy with Lists Click-a-Mole Introduction to Clones Program an AI Chatbot Scout's Quest: Variables Clones: Throwing Acorns Game Lists: Shopping with Scout Lists: Spelling Bee Variables in Dance Game Design Project Operators: Coin Flip Code Tunes Race Track Game House Design with Area and Perimeter Unit Fractions with Variables Digital Vocabulary Flashcard Quiz Seasonal Project (Winter): Design a Snowman Conditionals: Sphero® Shark Race
3-5.CT.e.1
Individually and collaboratively create a simple model of a system (e.g., water cycle, solar system) and explain what the model shows and does not show.
    Exploring Ecosystems Exploring Heat Exploring the Water Cycle Modeling Life Cycles Star Brightness and Distance
3-5.CT.e.2
Identify the concepts, features, and behaviors illustrated by a simulation (e.g., object motion, weather, ecosystem, predator/prey) and those that were not included.
    Exploring Ecosystems Balanced Ecosystems Star Brightness and Distance
3-5.CT.e.3
Individually and collaboratively, use data from a simulation to answer a question.
    Balanced Ecosystems