5th Grade

5th Grade Curriculum Overview

 
 

Review your grade-level pathway

Fifth graders learning computer science with 9 Dots will focus on fundamental coding concepts, like loops and functions. While earlier grades cover similar topics using  block-based coding, students in this course will learn how to code in JavaScript, a text-based coding language. 

Students begin with an Intro to JavaScript module to gain a base understanding of this new coding language and how to write programs in JavaScript. Then, they will move into the Parameters module where they will learn how to define and call functions with parameters using JavaScript. Students will finish the course with a culminating project module in which they will use the skills they’ve learned in the previous two modules to design and code a “video game character” to compete in a code review mystery game.

Below are in-depth descriptions of each 10-lesson module, with links to the full Scope and Sequence for each.

Module F1: PixelBots JS Intro to Coding Students are introduced to text-based coding using JavaScript on PixelBots. The lessons begin with coding challenges that focus on sequencing code. Students read, write, and debug code with increasing complexity. Students are then introduced to the loop tool, which allows students to create repeating patterns using more organized and easy to read programs. Students will focus on decomposing large programs using comments that describe what their code does. The debugging strategy students learn takes a two pronged approach using alerts, then tools, in the editor. By the end of this module, students will have a basic understanding of text-based coding in JavaScript and how to write programs that both computers and other programmers can understand. (Scope and Sequence)
Module F2: PixelBots JS Parameters Students are introduced to parameters using JavaScript on PixelBots. The lessons begin with coding challenges that focus on reading and calling functions. Students then learn to define and call functions with increasing complexity. Students are then introduced to parameters, a special kind of variable used in functions that allow customization for a specific need. Students practice writing functions with parameters to create modular and reusable code. By the end of the module, students will be able to define and call a function with a color or length parameter to paint a line of any color or length on PixelBots. (Scope and Sequence)
Module F3: PixelBots JS Mystery Project Students will plan and code a PixelBots game character, then use the code from their characters to participate in and solve a mystery game. They will use the culminating skills that they have learned in the previous modules to complete this final project. Students will practice coding with parameters, loops, comments, white spaces, and using logical naming conventions for readability. By Lesson 05, students will have decomposed a colorful and thoughtful design for their game characters, and have written code with functions. At the end of Lesson 05, students will play the mystery game and share their finished project with their teammates. They will be given code requirements to pass in order to receive hints that help them solve the mystery. Teachers then have the option to continue on to Lessons 06-10, in which students design a villain game character. By the end of Lesson 10, students will have an opportunity to play and solve an extension of the mystery game. (Scope and Sequence)

Learn your core Computer Science (CS) Concepts

Sequencing (F1)

A sequence is a set of steps carried out in order, and sequencing in computer science is the process of writing or following instructions in order.

 
 
 

This video will walk you through the solution to the writing challenge above:



Loops (F1, F2)

A loop is a block of code that repeats a sequence.  Loops are useful because they allow us to repeat sequences of code without rewriting the same lines of code multiple times.

The loop on the right makes PixelBot move forward, paint black, move forward, then paint purple . This loop repeats twice, as indicated by the “2” inside the parentheses on line 1 .

Try it out!

This video will walk you through the solution to the writing challenge above:


Functions (F2)

A function is code you can call over and over again that performs a specific task. Functions are useful because they allow us to reuse code in different parts of a program. 

On the right, the function “purpleLine” is defined on lines 6-12. When the purpleLine function is called on lines 2 and 4, the program will run the code inside the definition.

Try it out!

This video will walk you through the solution to the writing challenge above:

Francisco Montenegro