Students explore electronics fundamentals—current, voltage, analog vs. digital signals—and apply concepts through robotics, coding buzzers with RTTTL tones, and designing reaction-time experiments while accounting for system delays.
Learn to Code KaiLab – Beginner
Computer Science
KailabOther
Standards
| Framework | Standards |
|---|---|
| ACARA | AC9TDI4P02AC9TDI6P02 |
| Framework | Standards |
|---|---|
| NZC | Computational Thinking - PO2Computational Thinking - PO2Computational Thinking - PO3 |
| Framework | Standards |
|---|---|
| UKNC | Computing KS3 - Create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usabilityComputing KS3 - Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller partsComputing KS3 - Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systemsComputing KS2 - Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller partsComputing KS2 - Use sequence, selection, and repetition in programs; work with variables and various forms of input and outputComputing KS3 - Create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usabilityComputing KS3 - Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systemsComputing KS3 - Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systemsComputing KS3 - Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems; make appropriate use of data structures; design and develop modular programs that use procedures or functionsComputing KS2 - Use sequence, selection, and repetition in programs; work with variables and various forms of input and outputComputing KS3 - Create, re-use, revise and re-purpose digital artefacts for a given audience, with attention to trustworthiness, design and usability |
| Framework | Standards |
|---|---|
| CA-CS | 3-5.CS.13-5.CS.23-5.CS.3K-2.CS.1K-2.CS.43-5.AP.113-5.AP.123-5.AP.153-5.AP.163-5.AP.193-5.AP.213-5.CS.13-5.CS.23-5.AP.93-5.DA.73-5.IC.20 |
| CCSS | CCSS.ELA-LITERACY.RST.4.3CCSS.MATH.CONTENT.4.MD.A.1CCSS.MATH.PRACTICE.MP4CCSS.ELA-LITERACY.RI.3.3CCSS.ELA-LITERACY.RI.4.7CCSS.MATH.CONTENT.3.MD.B.4CCSS.MATH.PRACTICE.MP5CCSS.ELA-LITERACY.W.3.7CCSS.MATH.CONTENT.3.OA.C.7CCSS.MATH.CONTENT.4.MD.C.5CCSS.MATH.CONTENT.4.OA.C.5 |
| CSTA | 1A-CS-011A-CS-021B-CS-011B-CS-021B-CS-031B-AP-081B-AP-101B-AP-111B-AP-121B-AP-151B-AP-171B-CS-011B-CS-021B-AP-091B-DA-061B-IC-20 |
| FL-CS | SC.1.CS.2.1SC.1.CS.3.1SC.2.CS.2.1SC.3.CS.2.1SC.68.CS.2.1SC.68.CS.3.1SC.K.CS.2.1SC.K.CS.3.1SC.3.CS.2.3SC.3.CS.2.4SC.4.CS.2.1SC.4.CS.2.3SC.5.CS.2.2SC.68.CS.2.3SC.68.CS.2.5SC.68.CS.2.7 |
| ISTE | 1.1b1.5c1.6a1.6b1.6d1.7c1.7e1.1b1.4b1.5b1.6a1.6c1.7e1.1a1.1b1.3d1.4b1.5d |
| NGSS | 3-5-ETS1-24-PS3-24-PS3-43-5-ETS1-24-PS4-14-PS4-33-5-ETS1-24-PS3-44-PS4-3 |
| NY-CS | 2-3.CS.12-3.CS.22-3.DL.12-3.DL.24-6.CS.14-6.CS.24-6.DL.14-6.DL.22-3.AP.12-3.AP.102-3.AP.112-3.AP.122-3.AP.132-3.CS.12-3.CS.22-3.CT.42-3.CT.62-3.CT.94-6.AP.104-6.AP.114-6.AP.124-6.AP.134-6.AP.84-6.CS.14-6.CS.24-6.CT.84-6.CT.94-6.DL.2 |
| TEKS | 127.763.c.3.E127.763.c.5.A127.763.c.5.B127.763.c.7.C127.763.c.7.E127.789.c.2.B127.789.c.5.D127.789.c.6.D127.763.c.1.C127.763.c.4.C127.763.c.5.C127.763.c.5.E127.763.c.6.A127.763.c.7.E127.763.c.1.A127.763.c.1.C127.763.c.4.D127.763.c.4.E127.763.c.5.E127.763.c.7.A |
| UT-CS | 3.CS.14.CS.24.CS.4K.CS.1K.CS.33.AP.23.AP.33.CS.14.AP.64.CS.25.AP.115.AP.55.AP.93.CS.34.DA.24.IC.2 |
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Price
Free