Computing and Coding for Ages 7 to 11 Course

Free online course · 10 lessons

Computing for children aged 7 to 11: writing first programs and fixing mistakes, how devices work, using computers with confidence, and staying safe and kind online.

By Studeli

Start with lesson 1

What you will learn in 10 lessons

Every lesson includes all nine study tools

  • Study Guide
  • Summary
  • Walkthroughs
  • Practice Questions
  • Flashcards
  • Explain It
  • Key Terms
  • Cheat Sheet
  • Concept Map
  1. The child programs a floor robot or on-screen sprite with a sequence of commands, predicts what it will do, and finds and fixes mistakes.

    4 learning goals
    1. 1.Give a robot or sprite commands in the right order
    2. 2.Predict what a program will do
    3. 3.Find and fix bugs
    4. 4.Plan, build and test your own program
  2. The child uses count-controlled and forever loops in a block language to shorten programs and draw or animate repeating patterns.

    5 learning goals
    1. 1.Spot repeats and use repeat blocks
    2. 2.Draw shapes and patterns with loops
    3. 3.Put a loop inside a loop
    4. 4.Keep things going with forever loops
    5. 5.Predict, test and fix loops
  3. The child makes block programs that react to events and use if-then-else to choose between actions, for example in a simple game or quiz.

    5 learning goals
    1. 1.Make programs react when something happens
    2. 2.Make choices with if, then and else
    3. 3.Compare numbers and answers to make decisions
    4. 4.Build quizzes and games that make choices
    5. 5.Test every branch and fix bugs
  4. The child uses variables for scores, timers and user input, and explains how the value of a variable changes as a program runs.

    5 learning goals
    1. 1.Understand what a variable is
    2. 2.Set, change and trace variables
    3. 3.Use input and output in your programs
    4. 4.Program scores, lives and timers
    5. 5.Design, build, test and improve a game
  5. The child names the parts of a computer system, explains input, processing, output and storage, and recognises computers inside everyday objects.

    5 learning goals
    1. 1.Find the computers all around you
    2. 2.Understand hardware and software
    3. 3.Explain input, processing and output
    4. 4.Look inside: processor, memory and storage
    5. 5.Look after devices and fix simple problems
  6. The child types with a touch-typing technique, uses a mouse, trackpad and touch screen, saves, names and finds files in folders, and uses common tools to write, edit and share a simple document.

    6 learning goals
    1. 1.Get started with computers and tablets
    2. 2.Find your way around the keyboard
    3. 3.Learn to touch type
    4. 4.Write and edit a document
    5. 5.Save, name and organize your files
    6. 6.Print and share your work
  7. The child spots AI in everyday tools, trains a simple model by sorting labelled examples, sees how new or unfair examples change its answers, compares how people and machines learn, and uses an AI tool responsibly.

    5 learning goals
    1. 1.Spot AI and explain what it is
    2. 2.Teach a computer with labeled examples
    3. 3.Find out how examples change what AI does
    4. 4.Compare how people and machines learn
    5. 5.Use chatbots and image tools wisely
  8. The child programs a microcontroller or robot kit to react to buttons and sensors and to control lights, sounds and motors.

    5 learning goals
    1. 1.Discover computers that sense and control things
    2. 2.Control lights, sounds and motors
    3. 3.Read buttons and sensors
    4. 4.Write control programs that decide
    5. 5.Design, build and test a device that solves a problem
  9. The child keeps personal information private, uses strong passwords, behaves kindly online and knows when and how to tell a trusted adult.

    5 learning goals
    1. 1.Keep your personal information private
    2. 2.Protect your accounts and devices
    3. 3.Be kind and respectful online
    4. 4.Stay safe with people and content online
    5. 5.Make healthy choices about age limits and screen time
  10. The child compares how everyday life changed with computing, says what people and computers each do well, meets the people who design technology and why it must work for everyone, explores computing jobs, and weighs benefits and risks, including for the planet.

    5 learning goals
    1. 1.See how computers changed everyday life
    2. 2.Know what people and computers each do best
    3. 3.Meet the people who design technology and make it work for everyone
    4. 4.Explore computing jobs
    5. 5.Weigh the good and the bad, and choose wisely

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