Devices, tools, and safe habits
Students learn how computers, tablets, and the internet actually work as tools. They practice logging in, picking the right app for a task, and basic troubleshooting when something freezes or won't connect.
This is the stretch when students stop just using computers and start building with them. They write simple programs that follow steps in order, repeat actions, and make choices, then test the program and fix what does not work. Students also learn how the internet moves information between devices and why a strong password matters. By spring, they can plan a small project on paper, build it on a computer, and explain what each part does.
Students learn how computers, tablets, and the internet actually work as tools. They practice logging in, picking the right app for a task, and basic troubleshooting when something freezes or won't connect.
Students explore how the internet moves information between devices. They practice sharing files, collaborating in shared documents, and protecting passwords and personal information online.
Students gather information, sort it into charts or tables, and look for patterns. They use simple tools like spreadsheets to back up a claim with numbers instead of guessing.
Students break a problem into smaller steps and write programs to solve it, often with block-based coding. They test their code, fix bugs, and build animations, games, or simple simulations.
Students look at how technology shapes daily life, from social media to accessibility tools. They talk about fairness, kindness online, and giving credit when using someone else's words, images, or code.
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 the internet to send messages, share files, and keep information private while it travels.
Students gather information, organize it into charts or graphs, and use what they see to back up a conclusion. They look for patterns in the data that help explain or answer a question.
Students write step-by-step instructions a computer can follow to solve a problem or automate a repeated task. They test and refine those instructions until the program does what they intended.
Students look at how computers and apps affect everyday life, asking questions like who benefits, who might be left out, and whether a technology is fair or safe to use.
| 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. | MD-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 the internet to send messages, share files, and keep information private while it travels. | MD-CSDF.C2.3-5 |
| Collect, transform, and represent data Grades 3-5 | Students gather information, organize it into charts or graphs, and use what they see to back up a conclusion. They look for patterns in the data that help explain or answer a question. | MD-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 automate a repeated task. They test and refine those instructions until the program does what they intended. | MD-CSDF.C4.3-5 |
| Investigate the social, ethical, legal Grades 3-5 | Students look at how computers and apps affect everyday life, asking questions like who benefits, who might be left out, and whether a technology is fair or safe to use. | MD-CSDF.C5.3-5 |
Students learn to include everyone when working on tech projects, listening to classmates with different backgrounds and ideas. The goal is to build habits of collaboration that make computing work better for more people.
Students work with classmates to build a program or digital project, splitting up tasks and combining everyone's ideas into one finished product.
Students look at a big 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 find patterns in a problem and use those patterns to build a simpler solution that works in more than one situation. Think of it as making a recipe that solves a whole category of problems, not just one.
Students write programs or build digital projects by planning, testing, and revising their work in repeated cycles until it does what they want.
Students run their program or app, look for what breaks or confuses users, and fix it. Testing and fixing is part of the work, not a sign something went wrong.
Students explain how a program or app works, using the right words and visuals to back up their thinking. They describe what a piece of technology does and how it affects people.
| Standard | Definition | Code |
|---|---|---|
| Foster an inclusive computing culture that values diverse perspectives and… Grades 3-5 | Students learn to include everyone when working on tech projects, listening to classmates with different backgrounds and ideas. The goal is to build habits of collaboration that make computing work better for more people. | MD-CSDF.P1.3-5 |
| Collaborate around computing — divide work, share ideas Grades 3-5 | Students work with classmates to build a program or digital project, splitting up tasks and combining everyone's ideas into one finished product. | MD-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 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.P3.3-5 |
| Use abstractions to simplify complexity, generalise solutions Grades 3-5 | Students find patterns in a problem and use those patterns to build a simpler solution that works in more than one situation. Think of it as making a recipe that solves a whole category of problems, not just one. | MD-CSDF.P4.3-5 |
| Create computational artifacts — programs, simulations, models — by applying… Grades 3-5 | Students write programs or build digital projects by planning, testing, and revising their work in repeated cycles until it does what they want. | MD-CSDF.P5.3-5 |
| Systematically test computational artifacts and refine them based on evidence… Grades 3-5 | Students run their program or app, look for what breaks or confuses users, and fix it. Testing and fixing is part of the work, not a sign something went wrong. | MD-CSDF.P6.3-5 |
| Communicate clearly with appropriate vocabulary, visualizations Grades 3-5 | Students explain how a program or app works, using the right words and visuals to back up their thinking. They describe what a piece of technology does and how it affects people. | MD-CSDF.P7.3-5 |
Students learn how computers and the internet work, write simple programs, and use data to answer questions. They also talk about how technology affects people, including privacy, kindness online, and who gets left out when tech is designed poorly.
No. Most skills can be practiced with paper, conversation, and short sessions on a school device. Giving step-by-step directions for a recipe or a walk to the park builds the same thinking as writing a program.
Ask students to teach back what their program does and what they tried when it broke. Free tools like Scratch and Code.org work in a browser and need no setup. Sitting next to them for ten minutes matters more than knowing the code.
Start with unplugged activities and block-based projects that focus on sequence and loops, then move to events, conditionals, and simple functions. Save longer projects for the second half of the year, once students can plan, test, and revise on their own.
Debugging and breaking a big problem into smaller steps. Students often want to rewrite everything when something goes wrong. Short, frequent practice with finding one bug at a time pays off more than long project days.
Keep it concrete. Ask what a stranger could learn from a post or username, and practice deciding what to share, what to ask an adult about, and what to skip. Short conversations after real moments work better than one big talk.
Students can plan and build a small program with loops and conditionals, test it, and explain what it does and why. They can also collect simple data, make a chart, and describe a pattern they see, using accurate vocabulary.
They should be able to work through a bug without panicking, collaborate on a shared project, and talk about a piece of technology in terms of who it helps and who it might harm. Comfort with the process matters more than finishing every project.