Computers, devices, and troubleshooting
Students learn how the parts of a computer work together and how to fix common problems on their own. They start using the right words to describe what a device is doing and what went wrong.
This is the stretch when students stop using technology and start building with it. They write real programs with loops and variables, break big problems into smaller steps, and work with data to spot patterns and back up a claim. They also start asking harder questions about how apps, networks, and online choices affect people. By spring, students can plan a short program with a partner, test it, fix what breaks, and explain what it does and why it matters.
Students learn how the parts of a computer work together and how to fix common problems on their own. They start using the right words to describe what a device is doing and what went wrong.
Students learn how messages and files travel between devices and what keeps personal information safe online. They practice habits that protect passwords, accounts, and the people they talk to.
Students gather numbers and facts, clean them up, and turn them into charts that make a point. They practice backing up a claim with what the data actually shows.
Students break a problem into smaller steps and write programs that follow those steps. They test their work, find the parts that fail, and fix them until the program does what they meant.
Students look at how apps, games, and online tools shape daily life, including who benefits and who gets left out. They talk through the trade-offs of choices like sharing data, using AI, or copying someone else's work.
Students figure out which tools, apps, or devices best fit a given task, then work through basic fixes when something stops working.
Students learn how the internet connects computers so people can share files, send messages, and work together, and why security measures like passwords and encryption keep that data from falling into the wrong hands.
Students gather raw data, organize it into charts or tables, and use software tools to spot patterns. Then they back up their conclusions with what the data actually shows.
Students write and test step-by-step instructions that tell a computer what to do, then check whether those instructions actually solve the problem or get a task done faster.
Students examine how computing technology shapes daily life, including who benefits, who gets left out, and what rules should govern it. They look at real examples like social media, apps, and data collection.
| Standard | Definition | Code |
|---|---|---|
| Identify, select, and apply hardware, software Grades 6-8 | Students figure out which tools, apps, or devices best fit a given task, then work through basic fixes when something stops working. | MD-CSDF.C1.6-8 |
| Explain how computer networks and the Internet enable communication… Grades 6-8 | Students learn how the internet connects computers so people can share files, send messages, and work together, and why security measures like passwords and encryption keep that data from falling into the wrong hands. | MD-CSDF.C2.6-8 |
| Collect, transform, and represent data Grades 6-8 | Students gather raw data, organize it into charts or tables, and use software tools to spot patterns. Then they back up their conclusions with what the data actually shows. | MD-CSDF.C3.6-8 |
| Design, develop, and analyze algorithms and programs to solve problems… Grades 6-8 | Students write and test step-by-step instructions that tell a computer what to do, then check whether those instructions actually solve the problem or get a task done faster. | MD-CSDF.C4.6-8 |
| Investigate the social, ethical, legal Grades 6-8 | Students examine how computing technology shapes daily life, including who benefits, who gets left out, and what rules should govern it. They look at real examples like social media, apps, and data collection. | MD-CSDF.C5.6-8 |
Students practice working with classmates who have different backgrounds and viewpoints when solving computing problems. The goal is to make sure everyone feels like they belong in the room.
Students work with others to build something on a computer: splitting up tasks, sharing ideas, and using each other's feedback to improve the final product.
Students look at a real problem, decide whether a computer could help solve it, and then break it into smaller pieces that are easier to tackle one at a time.
Students take a complicated problem and strip it down to the parts that actually matter, then use that simplified version to solve similar problems or explain how a program works.
Students write programs or build digital simulations by planning, testing, and revising their work in repeated rounds until the project does what they want.
Students run tests on their programs or apps to find what breaks or confuses users, then fix those problems using real results. The goal is a program that works correctly and is easy for others to use.
Students explain how a program or algorithm works by using clear vocabulary, diagrams, or data to back up their points. They describe not just what the code does, but why it matters.
| Standard | Definition | Code |
|---|---|---|
| Foster an inclusive computing culture that values diverse perspectives and… Grades 6-8 | Students practice working with classmates who have different backgrounds and viewpoints when solving computing problems. The goal is to make sure everyone feels like they belong in the room. | MD-CSDF.P1.6-8 |
| Collaborate around computing — divide work, share ideas Grades 6-8 | Students work with others to build something on a computer: splitting up tasks, sharing ideas, and using each other's feedback to improve the final product. | MD-CSDF.P2.6-8 |
| Identify and define problems that can be solved with computation and decompose… Grades 6-8 | Students look at a real problem, decide whether a computer could help solve it, and then break it into smaller pieces that are easier to tackle one at a time. | MD-CSDF.P3.6-8 |
| Use abstractions to simplify complexity, generalise solutions Grades 6-8 | Students take a complicated problem and strip it down to the parts that actually matter, then use that simplified version to solve similar problems or explain how a program works. | MD-CSDF.P4.6-8 |
| Create computational artifacts — programs, simulations, models — by applying… Grades 6-8 | Students write programs or build digital simulations by planning, testing, and revising their work in repeated rounds until the project does what they want. | MD-CSDF.P5.6-8 |
| Systematically test computational artifacts and refine them based on evidence… Grades 6-8 | Students run tests on their programs or apps to find what breaks or confuses users, then fix those problems using real results. The goal is a program that works correctly and is easy for others to use. | MD-CSDF.P6.6-8 |
| Communicate clearly with appropriate vocabulary, visualizations Grades 6-8 | Students explain how a program or algorithm works by using clear vocabulary, diagrams, or data to back up their points. They describe not just what the code does, but why it matters. | MD-CSDF.P7.6-8 |
Students learn how computers and the internet work, how to write small programs, how to make sense of data, and how to think through online safety and ethics. The year mixes hands-on coding with conversations about how technology affects people.
No. Most students begin with block-based tools and move into typed code over the three years. The bigger skills are breaking a problem into smaller steps and trying again when something does not work.
Ask students to show a project and explain what each part does. When something breaks, resist the urge to fix it. Ask what they have already tried and what they could test next. That mirrors the way programmers actually work.
Most teachers start with hardware, networks, and digital citizenship to build shared vocabulary, then move into data and programming projects that pull those ideas together. Save longer build-and-test cycles for the second half of the year, once students can decompose a problem on their own.
Decomposition and debugging. Students often want to write the whole program at once and then guess at fixes. Short, repeated practice with planning before coding and reading error messages out loud pays off more than any single unit.
Most work happens during class. Homework is usually finishing a project, reflecting on a design choice, or reading a short article about a technology topic. Plan on a few short sessions a week rather than long stretches at the screen.
Students can take a real problem, break it into parts, write or modify a program to solve part of it, and test their work against examples. They can also explain a tradeoff in a technology choice, such as privacy versus convenience, using evidence.
Students should be able to plan a small project, write a program with loops and conditions, find and fix their own bugs, and talk about data they collected. Comfort working in a group and giving useful feedback matters just as much as the code itself.
Separate the artifact from the process. Score the finished program against a rubric, then score each student on their planning notes, commits or version history, and a short individual reflection on what they built and what they would change.