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What does a student learn in ?

These are the years students start treating computers as tools they can use on purpose. Students name the parts of a device, log in on their own, and try simple fixes when something freezes. They follow step-by-step directions to make a character move on screen, and they start talking about being kind and safe online. By spring, students can write a short sequence of steps that gets a robot or sprite from one spot to another.

  • Parts of a computer
  • Logging in
  • Step-by-step directions
  • Online safety
  • Simple coding
  • Sorting information
Source: Pennsylvania Pennsylvania Core Standards
Year at a glance
How the year usually goes. Every school and district set their own curriculum, so treat this as a guide, not official pacing.
  1. 1

    Getting to know computers

    Students learn the names of the parts they use every day, like the screen, keyboard, mouse, and tablet. They practice logging in, opening a program, and asking for help when something goes wrong.

  2. 2

    Staying safe online

    Students start to understand how devices talk to each other and how the Internet connects people. They learn what to share, what to keep private, and how to be kind in online spaces.

  3. 3

    Sorting and showing data

    Students collect simple information, like favorite snacks or the weather each day. They sort it into groups and show it in pictures and charts that help them notice patterns.

  4. 4

    Thinking in steps

    Students learn that a set of clear steps can tell a person or a computer what to do. They write step-by-step directions for everyday tasks and fix the steps when something does not work.

  5. 5

    Making and sharing projects

    Students build small programs, animations, or stories using block-based tools. They work with a partner, try out ideas, get feedback, and share what they made with the class.

Mastery Learning Standards
The required skills a student should display by the end of Grade 1.
Concepts
  • Identify, select, and apply hardware, software

    Grades K-2

    Students learn what hardware and software are, choose the right tool for a task (like picking an app to draw or type), and try basic fixes when something isn't working.

  • 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 learn why keeping that information safe matters.

  • Collect, transform, and represent data

    Grades K-2

    Students gather information, sort or count it, and show it in a picture or chart. Then they look for patterns in what they found and explain what the data shows.

  • Design, develop, and analyze algorithms and programs to solve problems…

    Grades K-2

    Students learn to think through a problem step by step, then turn those steps into a set of instructions a computer can follow. They practice writing simple programs that solve real tasks or make something new.

  • Investigate the social, ethical, legal

    Grades K-2

    Students look at how computers and apps affect everyday life, like who can use them, what's fair, and what happens when technology makes a mistake.

Practices
  • Foster an inclusive computing culture that values diverse perspectives and…

    Grades K-2

    Students learn that computers and technology work best when people with different backgrounds and ideas work together. They practice including everyone in group tech activities.

  • Collaborate around computing — divide work, share ideas

    Grades K-2

    Students work with classmates to build something on a computer or device, splitting up tasks and sharing ideas along the way.

  • Identify and define problems that can be solved with computation and decompose…

    Grades K-2

    Students look at a big task, like planning a class party, and break it down into smaller steps a computer (or person) could handle one at a time.

  • Use abstractions to simplify complexity, generalise solutions

    Grades K-2

    Students practice noticing what stays the same across different problems so they can reuse one simple solution instead of starting over each time.

  • Create computational artifacts — programs, simulations, models — by applying…

    Grades K-2

    Students write simple programs or build digital projects by trying an idea, seeing what happens, and making it better. Getting something wrong the first time is part of how the work gets done.

  • Systematically test computational artifacts and refine them based on evidence…

    Grades K-2

    Students run their program or game, watch what goes wrong, and fix it. They repeat that process until it works the way they intended.

  • Communicate clearly with appropriate vocabulary, visualizations

    Grades K-2

    Students describe how a program or digital tool works, using the right words and pictures to explain their thinking to someone else.

Common Questions
  • What does computer science look like at this age?

    Most of the work happens away from a screen. Students learn to name the parts of a computer, give step-by-step directions like a recipe, spot patterns, and talk about being kind online. Coding shows up through simple games, robots, or block-based apps.

  • How can I support this at home without a lot of screen time?

    Play games that build the same thinking. Give directions to get from the couch to the kitchen one step at a time. Sort socks or coins into groups and talk about the rule. Follow a recipe together and notice what happens when a step is skipped.

  • Does a child need a computer at home to keep up?

    No. The core skills are about thinking in steps, spotting patterns, and being a good digital citizen. A pencil, paper, and everyday objects work fine for most practice at home.

  • How should the year be sequenced?

    Start with hardware vocabulary and safe use of devices, then move into step-by-step directions and patterns. Bring in simple block coding once routines are solid. Save data collection and online safety conversations for later units when students can read and discuss more.

  • Which skills usually need the most reteaching?

    Precise directions and debugging. Students often skip steps or assume the computer knows what they meant. Build in time to test a partner's instructions out loud and fix the broken step before moving on.

  • What should students know about staying safe online?

    Students should know not to share personal information, to tell a trusted adult if something feels wrong, and that words and pictures online can be seen by others. Short conversations after real moments work better than long lectures.

  • How do I know students are ready for the next grade?

    By the end of this stretch, students can name basic computer parts, write a short set of clear directions a partner can follow, find and fix a mistake in those directions, and explain one rule for being kind and safe online.

  • Is screen time at school a worry?

    A lot of computer science work at this age happens off the screen with cards, arrows, and movement games. When devices are used, sessions are short and tied to a specific task like building a small program or sorting pictures.