Professional Development Resource Guide

Computer Science Discoveries

A teacher-friendly pathway for Grades 6–10 that begins with collaborative problem solving and grows into programming, design, data, physical computing, and artificial intelligence.

Plan Your Pathway

Begin together, then expand by classroom need.

Use the start-of-year sequence as a shared foundation, then move into the course units, teaching supports, and extensions that fit your learners and schedule.

Start of Year

Recommended Start of Year Plan

Use Computer Science Discoveries Unit 1 to establish a common problem-solving process and collaborative classroom culture. Pair it with the Express Course so students can practice coding independently while teachers lead discussions, unplugged activities, and skill-focused mini-lessons.

A practical sequence

  • Launch CSD Unit 1: Problem Solving and Computing
  • Introduce the Define–Prepare–Try–Reflect problem-solving process
  • Begin the Express Course for self-paced coding practice
  • Pause before each new coding concept for a teacher-led unplugged lesson
  • Use Courses D, E, and F for extra practice, differentiation, or mini-lessons

CSD Unit 1: Problem Solving and Computing

Build a shared approach to collaboration, problem solving, and understanding how computers solve information problems.

Express Course (Grades 3–8)

A self-paced sequence that lets students develop programming skills at an appropriate pace.

Teaching Flow

Express Course + Unplugged Learning Flow

Before students begin each new Express Course skill sequence, preview the concept with a short unplugged activity or teacher-led mini-lesson. Then let students practice online and use the Fundamentals courses for reinforcement.

1. Sequencing and Events

Start with directions, algorithms, and event-driven actions. Use an unplugged lesson first, then practice in Express and Course D.

2. Loops and Patterns

Model repeated actions away from the computer, then connect the pattern to repeat blocks in Express. Courses D and E provide additional practice.

3. Conditionals and Decisions

Use a teacher-led activity built around rules and choices before students work with conditionals online. Course E is a helpful reference.

4. Functions and Decomposition

Have students break a task into reusable parts, then apply that thinking to functions in Express. Courses E and F support practice and differentiation.

5. Variables and More Advanced Patterns

Introduce values that can change through a class demonstration, then use Course F as a mini-lesson or extension alongside Express.

Supporting Resources

Computer Science Fundamentals References

Courses D, E, and F are useful as references, intervention resources, student practice, or teacher-led mini-lessons. Each course begins with and includes lessons that can be taught away from the computer.

Course D

Practice sequencing, events, loops, conditionals, and introductory digital citizenship concepts.

Course E

Extend programming through nested loops, conditionals, functions, and creative projects.

Course F

Support more advanced work with variables, for loops, functions, and open-ended creation.

All K–5 Unplugged Lessons

Browse teacher-led activities that introduce computer science concepts without requiring devices.

Computer Science Fundamentals Overview

Review the full elementary curriculum and supporting teacher resources.

Established Course

Classic Computer Science Discoveries Units

Use the classic CSD pathway when you want the established problem-solving-first sequence. Open the complete course or jump directly to a unit.

Unit 1 — Problem Solving and Computing

Develop a structured problem-solving process and explore how computers input, output, store, and process information.

Unit 2 — Web Development

Create and style websites while learning HTML, CSS, debugging, and responsible publishing.

Unit 3a — Programming with Music Lab

Learn programming concepts through creative music-making projects.

Unit 3b — Interactive Animations and Games

Program animations, interactive art, and games while building core programming skills.

Unit 4 — The Design Process

Use empathy, prototyping, testing, and feedback to design solutions for real users.

Unit 5 — Data and Society

Explore data representation, collection, interpretation, and how data supports problem solving.

Unit 6a — Creating Apps with Devices: Circuit Playground

Connect App Lab programs to physical inputs, outputs, sensors, and maker projects.

Unit 6b — Creating Apps with Devices: micro:bit

Use micro:bit hardware to build physical computing applications and prototypes.

Unit 7 — AI and Machine Learning

Explore how computers learn from data and design a machine-learning project.

Current AI Pathway

AI Discoveries Units

AI Discoveries combines creative computer science projects with critical thinking about the AI systems shaping students’ lives. Teachers can open the complete course or go directly to a unit.

Unit 1 — Thinking Critically About AI

Evaluate AI outputs, examine bias and misinformation, and develop responsible-use norms.

Unit 2 — AI and Machine Learning

Train models with data and develop a machine-learning app around a meaningful problem.

Unit 3 — Web Development

Design pages for a user while learning HTML, CSS, debugging, and teamwork.

Unit 4a — Programming with Music Lab

Learn programming concepts through creative music-making projects.

Unit 4b — Interactive Animations and Games

Create animations and games in Game Lab using programming and design skills.

Unit 5 — The Design Process

Understand users, prototype solutions, gather feedback, and improve a team project.

Unit 6 — Data and Society

Investigate how data is represented and used to answer questions and automate decisions.

Unit 7a — Creating Apps with Devices: Circuit Playground

Build apps that connect to physical inputs, outputs, and sensors.

Unit 7b — Creating Apps with Devices: micro:bit

Build physical-computing projects and prototypes with the micro:bit.

Teacher Planning

Planning Notes for Teachers

The suggested pathway is flexible. Keep Unit 1 as the shared launch, use Express for ongoing student practice, and bring in Fundamentals lessons when students need a concrete introduction, extra repetition, or a small-group challenge.

Good uses for Courses D, E, and F

  • Whole-class unplugged introductions
  • Short mini-lessons before a new Express concept
  • Practice for students who need reinforcement
  • Extension work for students ready to move ahead
  • Reference lessons for planning vocabulary and discussion
  • Small-group reteaching or enrichment
Planning Shortcuts

Quick Access Links

Jump directly to the most-used planning and teaching resources.