A computer is very fun to use and it is also a very powerful tool. In grade 3, students will be using a computer to understand and solve problems. From hardware or software issues to organizing math problems and better understanding forces and motion, computers are helpful in each of these situations. As programmers, we will use the idea of variables as a way of storing information that we can use to solve problems.
Check out THIS lesson where students where students use programming to create interactive folk tales and fables.
Grade 3 students experience CS in two different lessons: (1) Comparing & Refining Algorithms to find the perfect next book and (2) How to persevere while debugging computer issues.
Multiplication is repeated addition. Repetition is a programming construct called iteration. To learn more, check out THIS lesson. Who knew arrays could be so fun?
In THIS lesson, students apply physics / forces of motion to a "Mars Lander" problem and then use Google Sheets to analyze the data. Have fun exploring!
PencilCode
Link to "just play"
Start from a blank page
Teacher's Manual
Getting input from users (e.g., button press, text)
If statements (conditionals)
Loops (iteration)
These terms represent the step up in logic and digital citizenship that happens in third grade:
Selection (The "Decision"): The "if-then" logic in a program. It allows the computer to choose between different paths based on what is happening.
Variable (The "Container"): A placeholder for a piece of information that can change, like a "box" labeled Score that holds different numbers as you play a game.
Software (The "Brain-Power"): The invisible instructions and programs (like apps or games) that tell the physical computer what to do.
Personally Identifiable Information / PII (The "Secret ID"): Specific info that can be used to identify you, like your full name, home address, or birthday.
Constructive Feedback (The "Helpful Hint"): Kind and specific advice given to help someone improve their work.
Selection (The "Choice"): Using "if-then" logic to let a program make a decision based on a condition.
Accuracy (The "Truth"): Checking to make sure that data is correct and complete before using it to answer a question.
In Grade 3, students move from following simple paths to becoming logical thinkers and designers. They start to understand that technology doesn't just "happen"—it is built through careful choices, and those choices can be improved with teamwork and better information.
Students will learn how to make programs "choose." Students add Selection (if-then logic) to their skills. This means they can create a program that does one thing if a condition is met and something else if it isn't—like an umbrella opening if it starts to rain.
Students will learn how to use "Variables" as containers. They learn how to use a label to store information that might change while a program is running, such as a player's score in a game or a timer counting down.
Students will learn how to be "Data Designers." Instead of just collecting info, students learn to design the way they collect it. They work to make sure their surveys or observations are accurate and include people from different backgrounds so the results are fair.
Students will learn the difference between Hardware and Software. Children explore the "invisible" part of the computer, the Software (programs and apps), and how it tells the physical Hardware (the machine) what to do to solve a problem.
Students will learn how the Internet connects us. They begin to investigate the "how" of the digital world: how information travels across the globe so we can talk to people and find information instantly.
Students will learn to give and use "Fix-it" Advice. Collaboration becomes key. Students learn how to share their work, listen to feedback from peers, and use those suggestions to make their programs even better.
Students will learn how to protect their "Digital Footprint." They dive deeper into privacy, learning how to spot Personally Identifiable Information (PII)—the specific details that should never be shared online because they could tell a stranger exactly who or where they are.
TIP: You can practice Selection (if-then logic) during any daily choice! Try saying, "If your room is not clean, then your friends cannot come over to play; else, you need to clean your room." This helps them see the logic behind the code!