This year is about students becoming creators, planning and designing before and while they are programming. Students will start out by learning some more advanced programming techniques. They will then apply these skills to be able to create and model more complex problems. As problems become more complicated, the ability to plan makes a big difference.
Current topics include:
why algorithms are created
creating algorithms with sequence, selection, and iteration
how programming could be used
how programming is related to future careers
Boolean (The "Switch"): A type of data that has only two possible values: True or False (or Yes/No). It acts like a digital light switch that helps a program decide which path to take.
Integer (The "Whole Number"): A specific type of data used for whole numbers (like 1, 5, or -10). It’s used when you don’t need fractions, like counting the number of "lives" a player has left.
String (The "Text"): A data type used for sequences of characters, like words, names, or sentences. When a game asks, "What is your name?", it is storing your answer as a "string."
Data Type (The "Category"): A way to tell the computer what kind of information it is handling (like a number vs. a word) so it knows what it can do with it—for example, you can add two integers, but you can’t add two names!
Metadata (The "Digital Tag"): Hidden information about a file. If you take a digital photo, the "data" is the picture, but the "metadata" is the invisible tag telling the computer the date, time, and location the photo was taken.
Pseudocode (The "Rough Draft"): A way of writing out a program's logic using plain English instead of a specific coding language. It helps students plan the "brain" of their code before they start typing on a keyboard.
Intended Purpose (The "Goal"): The original reason a piece of technology was built.
Unintended Consequence (The "Surprise"): An outcome of a technology that the creators didn't plan for. For example, cars were built for fast travel (intended), but they also created a need for huge parking lots and contributed to air pollution (unintended).
Students will learn to choose the right "Materials" for their code. Just as an artist chooses between paint or clay, students learn to choose the right Data Types for their ideas. They learn when to use Integers (whole numbers) for scores, Strings (text) for character names, and Booleans (true/false) to create "switches" that trigger actions in their programs.
Students will learn to be "Logic Illustrators." Before they start typing, students learn to map out their ideas. They use Pseudocode (writing logic in plain English) and visual diagrams to show how information is created, updated, and used. This helps them ensure their "Logic Blueprint" is strong before they build.
Students will learn to see the "Hidden Tags" in our world. Students explore how information is more than meets the eye. They investigate Metadata—the "data about data"—to see how digital files store invisible details like time and location. They also learn how to use digital tools to turn raw numbers into beautiful, clear visualizations that tell a story.
Students will learn that "Order Matters." Students become experts at reading and tracing code. They look at existing segments of code to explain exactly how Variables, Loops, and Decisions work together to reach a goal. They learn to verify that their plans are accurate by testing them against different types of information.
Students will learn to be "Hardware Matchmakers." Students investigate how different industries use specialized tools to solve problems. They look at the specific requirements of a system (like how much storage or speed it needs) and match it to a user's needs, while also considering how those hardware choices affect our environment.
Students will learn to be "CS Historians." By looking back at the history of computing, students compare how individuals and governments have shaped the tools we use today. They investigate the Intended Purpose of old inventions and discover the Unintended Consequences—both good and bad—that those technologies had on society.
TIP: You can encourage your Grade 6 student by asking them to "narrate" the tech they see. If you are using a GPS, ask: "What kind of Data Types do you think the computer is using to show us this route?" or "What was the Intended Purpose of this app, and can you think of any Unintended Consequences it might have for our neighborhood?"
The CSTA Standards do not break the 45 Middle School standards into specific grades. Here, we list the CSTA standards that are most connected to the grade 6 theme, "Computer Science is Creative". Italicized standards are not yet met. Underlined standards are partially met and we underline the parts that are met.
In Grade 6, the focus is on the "magic" behind the screen (the use of code to express ideas and to understand / use data).
ALGORITHMS & PROGRAMMING:
MS-ALG-PS-01: Design an algorithm that includes variables of multiple data types to solve a problem or express ideas.
MS-ALG-PS-03: Verify the accuracy of an algorithm for given inputs.
MS-PRO-VD-16: Use variables of multiple data types to store, access, and manipulate data within a program.
MS-PRO-RD-17: Analyze the roles of iteration, selection, variables, and procedures in a segment of code.
DATA, SYSTEMS, & SOCIETY:
MS-DAT-DC-22: Explain how data and its associated metadata can be used to answer questions.
MS-DAT-DI-26: Create data visualizations to show how different design choices can impact the interpretation of the same data.
MS-SYS-HW-31: Describe computing devices used in various industries and their basic functions.
MS-SOC-HI-38: Compare the roles of individuals and communities in shaping computing technologies throughout history.
MS-SOC-HI-39: Analyze intended and unintended impacts of historical computing technologies.