Course B (2024)

We developed Course B with first graders in mind. While the concepts in Course B parallel those in Course A, students learn more sophisticated unplugged activities and work through a greater variety of puzzles. Students will learn the basics of programming, collaboration techniques, investigation and critical thinking skills, persistence in the face of difficulty, and internet safety. At the end of this course, students create games in the Play Lab programming environment.

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Digital Citizenship
Lesson 1: Digital Trails

common sense education

This lesson was originally created by Common Sense Education. Learn more.

Does what you do online always stay online? Students learn that the information they share online leaves a digital footprint or "trail." Depending on how they manage it, this trail can be big or small, and harmful or helpful. Students compare different trails and think critically about what kinds of information they want to leave behind.

Sequencing
Lesson 2: Move It, Move It

Students will program their classmates to step carefully around a large grid on the floor in this context-setting lesson.

Lesson 3: Sequencing with Angry Birds

In this skill-building lesson, students will develop sequential algorithms to move a bird from one side of a maze to the pig at the other side. To do this they will stack code blocks together in a linear sequence.

Lesson 5: Programming with Harvester

Students will apply the programming concepts that they have learned to the Harvester environment in this skill-building lesson. Students will continue to develop sequential algorithm skills and start using the debugging process.

Loops
Lesson 6: Getting Loopy

In this context-setting lesson, students will learn to use loops to more easily communicate instructions by looking at the repeated patterns of a dance.

Lesson 9: Drawing Gardens with Loops
Impacts of Computing
Lesson 10: The Right App

In this exploratory lesson, students learn about different computing technologies that exist. They also compare how people lived before the invention of apps and computers with how people live now. The lesson concludes with an activity where students empathize with several fictional smartphone users to help them design the “right app” that addresses their needs.

Events
Lesson 11: The Big Event Jr.

In this context-setting lesson, the class will experience the concept of events through a game where they move or shout when you press buttons on a giant remote.

Lesson 12: Mini-Project: A Royal Battle with Events

In this mini-project, students will have the opportunity to learn how to use events in Play Lab and apply all of the coding skills that they've learned to create an animated game.

End of Course Project
Lesson 13: End of Course Project

In this project lesson, students apply what they have learned about sequencing and events in an open-ended project with Play Lab.

Level TypeLevel DetailsLevel Status
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Activity
Unplugged
Lesson Extras
Online
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Activity: Submitted