Computers, tools, and teamwork
Students learn to pick the right device and program for a task, fix common glitches like a frozen screen, and set norms for working well in pairs and small groups.
This is the stretch where students move from clicking around to building things on a computer. Students write simple programs, break a big problem into smaller steps, and fix the bugs when something does not work. They start sorting data and spotting patterns, and they learn how to stay safe and kind online. By spring, students can plan and code a short project, test it, and explain how it works to a classmate.
Students learn to pick the right device and program for a task, fix common glitches like a frozen screen, and set norms for working well in pairs and small groups.
Students learn how messages and files travel between computers, why passwords matter, and how to share work safely with classmates and family.
Students gather information, sort it into tables and charts, and look for patterns. They use what they find to back up a claim about something real, like weather or recess habits.
Students break a problem into smaller steps and write short programs to solve it. They test their code, fix what does not work, and try again until it runs the way they planned.
Students share their projects and talk about how technology affects people. They think about fairness, kindness online, and who gets left out when a tool only works for some users.
Students figure out which devices and programs fit the job at hand, then work through basic fixes when something stops working.
Students learn how computers connect to each other through networks, and how those connections make it possible to send messages, share files, and work with others online. They also look at how networks keep data safe while it travels.
Students gather information, organize it, and display it in charts or graphs. Then they look for patterns in that data and use what they find to back up an answer or explain a conclusion.
Students write step-by-step instructions a computer can follow to solve a problem or build something new, then check whether those steps actually work.
Students look at how computers, apps, and digital tools affect real people's lives, including questions about fairness, privacy, and who gets access to technology.
| Standard | Definition | Code |
|---|---|---|
| Identify, select, and apply hardware, software Grades 3-5 | Students figure out which devices and programs fit the job at hand, then work through basic fixes when something stops working. | FL-CSDF.C1.3-5 |
| Explain how computer networks and the Internet enable communication… Grades 3-5 | Students learn how computers connect to each other through networks, and how those connections make it possible to send messages, share files, and work with others online. They also look at how networks keep data safe while it travels. | FL-CSDF.C2.3-5 |
| Collect, transform, and represent data Grades 3-5 | Students gather information, organize it, and display it in charts or graphs. Then they look for patterns in that data and use what they find to back up an answer or explain a conclusion. | FL-CSDF.C3.3-5 |
| Design, develop, and analyze algorithms and programs to solve problems… Grades 3-5 | Students write step-by-step instructions a computer can follow to solve a problem or build something new, then check whether those steps actually work. | FL-CSDF.C4.3-5 |
| Investigate the social, ethical, legal Grades 3-5 | Students look at how computers, apps, and digital tools affect real people's lives, including questions about fairness, privacy, and who gets access to technology. | FL-CSDF.C5.3-5 |
Students learn to work with classmates who have different backgrounds and ideas, and to make sure everyone feels welcome when using technology together.
Students work with classmates to plan and build a computer project, splitting up tasks and combining everyone's ideas into one finished product.
Students look at a big problem, decide if a computer could help solve it, then break it into smaller steps a program could actually follow.
Students learn to spot patterns in a problem and use those patterns as shortcuts, so the same solution can work across more than one situation instead of starting from scratch each time.
Students write programs or build digital projects by trying an idea, testing it, fixing what doesn't work, and trying again. The back-and-forth cycle of building and improving is the actual work, not a detour from it.
Students test a program or app they built, find what breaks or confuses people, and fix it. The goal is a version that works the way it was meant to and is easy for others to use.
Students explain how a program or app works by using the right words, pictures, or examples. They back up what they say with real evidence, not just a guess.
| Standard | Definition | Code |
|---|---|---|
| Foster an inclusive computing culture that values diverse perspectives and… Grades 3-5 | Students learn to work with classmates who have different backgrounds and ideas, and to make sure everyone feels welcome when using technology together. | FL-CSDF.P1.3-5 |
| Collaborate around computing — divide work, share ideas Grades 3-5 | Students work with classmates to plan and build a computer project, splitting up tasks and combining everyone's ideas into one finished product. | FL-CSDF.P2.3-5 |
| Identify and define problems that can be solved with computation and decompose… Grades 3-5 | Students look at a big problem, decide if a computer could help solve it, then break it into smaller steps a program could actually follow. | FL-CSDF.P3.3-5 |
| Use abstractions to simplify complexity, generalise solutions Grades 3-5 | Students learn to spot patterns in a problem and use those patterns as shortcuts, so the same solution can work across more than one situation instead of starting from scratch each time. | FL-CSDF.P4.3-5 |
| Create computational artifacts — programs, simulations, models — by applying… Grades 3-5 | Students write programs or build digital projects by trying an idea, testing it, fixing what doesn't work, and trying again. The back-and-forth cycle of building and improving is the actual work, not a detour from it. | FL-CSDF.P5.3-5 |
| Systematically test computational artifacts and refine them based on evidence… Grades 3-5 | Students test a program or app they built, find what breaks or confuses people, and fix it. The goal is a version that works the way it was meant to and is easy for others to use. | FL-CSDF.P6.3-5 |
| Communicate clearly with appropriate vocabulary, visualizations Grades 3-5 | Students explain how a program or app works by using the right words, pictures, or examples. They back up what they say with real evidence, not just a guess. | FL-CSDF.P7.3-5 |
Students learn the basics of how computers, networks, and the internet work. They write simple programs, collect and chart data, and talk about how to stay safe and kind online. Most of the work happens through small projects, not lectures.
Talk through everyday tech moments. Ask students how they would describe steps to make a sandwich or pack a backpack, since that is the same thinking behind a program. Look at a chart in the news together and ask what it shows.
No. Unplugged activities like sorting cards, giving step by step directions, or drawing a flowchart on paper build the same thinking. A library computer once a week is plenty for extra practice.
Students should be able to plan a small project, break it into smaller steps, build it in a block based tool like Scratch, and fix it when it does not work. They should also be able to explain what their program does to someone else.
Start with hardware and basic problem solving in the fall so students share a common vocabulary. Move into algorithms and programming through the middle of the year, then layer in data projects. Save networks, safety, and impact discussions for short units woven throughout.
Decomposition and debugging trip students up the most. They want to write the whole program at once and then guess at fixes. Plan extra time for breaking problems into parts and for testing one change at a time.
Students learn what personal information is, why passwords matter, and how to tell an adult when something online feels wrong. Short conversations at home about what students see and share matter more than any single lesson.
Assign roles such as planner, coder, tester, and presenter, and rotate them across projects. That way a student who is newer to coding still contributes through design or testing, and stronger coders practice explaining their thinking.
A ready student can describe a problem, plan steps to solve it, build a working project, and talk about what they would change next time. They can also explain a simple chart and name a few rules for being safe and respectful online.