Getting to know devices
Students learn the names of basic parts like the screen, keyboard, and mouse. They practice logging in, opening programs, and asking for help when something is stuck or frozen.
These are the years students stop treating a computer as a mystery box and start seeing it as a tool they can direct. Students learn the names of the parts they touch, like the mouse, keyboard, and screen, and try simple fixes when something goes wrong. They write short step-by-step instructions, called algorithms, to move a robot or character from one spot to another. By spring, students can break a small task into clear steps and follow a classmate's steps to get the same result.
Students learn the names of basic parts like the screen, keyboard, and mouse. They practice logging in, opening programs, and asking for help when something is stuck or frozen.
Students see how computers talk to each other to send messages and share files. They start learning safe habits, like keeping passwords private and being kind in shared spaces.
Students follow and write step-by-step directions, the same way a recipe works. They notice patterns, break a big task into smaller steps, and fix the order when something goes wrong.
Students drag blocks or arrows to make a character move, a story play, or a shape draw itself. They test what they made, find the part that did not work, and try again.
Students collect simple information, like favorite fruits or weather each day, and show it in a chart. They also talk about how to treat people kindly online and respect others' work.
Students learn what the parts of a computer do, how to choose the right tool or program for a task, and what to try when something stops working.
Students learn what the internet actually is: a giant web of connected computers that lets people send messages, share files, and work together from different places. They also explore why keeping that information safe matters.
Students gather information, sort or organize it, and display it in a chart or picture. Then they look for patterns in what they found and use those patterns to explain something.
Students write step-by-step instructions that a computer (or a friend) could follow to solve a problem or make something new. They test whether the steps work and fix any that don't.
Students look at how computers and apps affect people's daily lives, including what's helpful, what's unfair, and what rules should exist around how technology is used.
| Standard | Definition | Code |
|---|---|---|
| Identify, select, and apply hardware, software Grades K-2 | Students learn what the parts of a computer do, how to choose the right tool or program for a task, and what to try when something stops working. | MA-CSDF.C1.k-2 |
| Explain how computer networks and the Internet enable communication… Grades K-2 | Students learn what the internet actually is: a giant web of connected computers that lets people send messages, share files, and work together from different places. They also explore why keeping that information safe matters. | MA-CSDF.C2.k-2 |
| Collect, transform, and represent data Grades K-2 | Students gather information, sort or organize it, and display it in a chart or picture. Then they look for patterns in what they found and use those patterns to explain something. | MA-CSDF.C3.k-2 |
| Design, develop, and analyze algorithms and programs to solve problems… Grades K-2 | Students write step-by-step instructions that a computer (or a friend) could follow to solve a problem or make something new. They test whether the steps work and fix any that don't. | MA-CSDF.C4.k-2 |
| Investigate the social, ethical, legal Grades K-2 | Students look at how computers and apps affect people's daily lives, including what's helpful, what's unfair, and what rules should exist around how technology is used. | MA-CSDF.C5.k-2 |
Students practice working with classmates who think and communicate differently, learning that good ideas come from many kinds of people.
Students work with a partner or small group to build something on a computer, splitting up tasks and sharing ideas along the way. Each person's input shapes what the group makes together.
Students look at a big task, like planning a school morning, and break it into smaller steps a computer could follow one at a time.
Students learn to spot patterns and use simple rules to solve the same kind of problem more than once, instead of starting from scratch every time.
Students write simple programs or build digital projects, then test and improve them in steps. They learn that making something with a computer is a back-and-forth process of trying, fixing, and trying again.
Students run a simple program, look for what goes wrong, and fix it. Testing and fixing is part of how coding works, not a sign that something failed.
Students explain their work with computers or devices using words and pictures that make sense to someone who wasn't there. They describe what they made, how it works, or what happened when they tried it.
| Standard | Definition | Code |
|---|---|---|
| Foster an inclusive computing culture that values diverse perspectives and… Grades K-2 | Students practice working with classmates who think and communicate differently, learning that good ideas come from many kinds of people. | MA-CSDF.P1.k-2 |
| Collaborate around computing — divide work, share ideas Grades K-2 | Students work with a partner or small group to build something on a computer, splitting up tasks and sharing ideas along the way. Each person's input shapes what the group makes together. | MA-CSDF.P2.k-2 |
| Identify and define problems that can be solved with computation and decompose… Grades K-2 | Students look at a big task, like planning a school morning, and break it into smaller steps a computer could follow one at a time. | MA-CSDF.P3.k-2 |
| Use abstractions to simplify complexity, generalise solutions Grades K-2 | Students learn to spot patterns and use simple rules to solve the same kind of problem more than once, instead of starting from scratch every time. | MA-CSDF.P4.k-2 |
| Create computational artifacts — programs, simulations, models — by applying… Grades K-2 | Students write simple programs or build digital projects, then test and improve them in steps. They learn that making something with a computer is a back-and-forth process of trying, fixing, and trying again. | MA-CSDF.P5.k-2 |
| Systematically test computational artifacts and refine them based on evidence… Grades K-2 | Students run a simple program, look for what goes wrong, and fix it. Testing and fixing is part of how coding works, not a sign that something failed. | MA-CSDF.P6.k-2 |
| Communicate clearly with appropriate vocabulary, visualizations Grades K-2 | Students explain their work with computers or devices using words and pictures that make sense to someone who wasn't there. They describe what they made, how it works, or what happened when they tried it. | MA-CSDF.P7.k-2 |
Students learn the basic parts of a computer, like the screen, keyboard, and mouse, and they start giving simple step-by-step instructions to solve problems. Much of the work happens away from screens, using pictures, blocks, and games that build thinking habits.
Practice giving clear, step-by-step directions for everyday tasks like making a sandwich or brushing teeth. Sorting socks by color or size also builds the same pattern-finding skills students use when working with data.
Students should log in, open a program, and fix small problems like a frozen screen by asking for help or trying a simple step. They should also write short sequences of instructions, spot patterns in pictures or numbers, and work with a partner on a shared task.
Start with hardware names and safe login routines, then move into unplugged sequencing and patterns in the fall. Introduce block-based coding and short partner projects in the winter and spring, with data sorting and simple online safety lessons woven through.
No. A large share of early computer science is unplugged, using arrow cards, grid mats, and storybooks to teach sequences and patterns. Short, focused sessions on a device a few times a week are plenty at this age.
Debugging is the biggest one. Young students often want to start over instead of finding the one step that went wrong. Plan repeated practice with broken sequences so students learn to read instructions line by line and fix a single step.
Students should know not to share their name, address, or password with strangers online and to tell an adult if something on a screen feels wrong. Talking about who they would tell, and practicing the words to use, matters more than long rules.
A student is ready when they can break a small problem into steps, write or build a short program that runs, and explain what went wrong when it does not. They should also work with a partner and use words like input, output, and pattern.