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Search every subject world, from Preschool to Grade 12. The first five courses of every subject path are free.

8 courses

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Coding · Grade 4

Plan Programs with Flowcharts

Fourth graders learn the flowchart shapes (oval, rectangle, parallelogram, diamond and arrows), follow flowcharts with decisions and loops for given inputs, and turn flowcharts into pseudocode, finishing by planning a guess-my-number program as a flowchart.

  • 4 lessons
  • About 85 min
  • Quiz: 8 questions
Free starter

Coding · Grade 4

Variables and Expressions

Fourth graders evaluate expressions with the order of operations, trace assignments that use the current values of variables (including updating a variable from itself), turn word problems into expressions with clear variable names, and test programs that use input with several values.

  • 4 lessons
  • About 85 min
  • Quiz: 8 questions
Free starter

Coding · Grade 4

Conditions and Branching

Fourth graders use IF, ELSE IF and ELSE to choose between many paths, learn that the first true condition wins (so order matters), trace nested decisions, and test every branch, including the boundaries between branches.

  • 4 lessons
  • About 85 min
  • Quiz: 8 questions
Free starter

Coding · Grade 4

Loops and Reusable Patterns

Fourth graders use counting loops (FOR i FROM 1 TO n), accumulate totals, counts and the biggest value so far, combine loops with decisions to count values that pass a test, and replace copied-and-pasted code with loops that capture the repeating pattern.

  • 4 lessons
  • About 85 min
  • Quiz: 8 questions
Free starter

Coding · Grade 4

Functions with Simple Inputs

Fourth graders define their own blocks (functions) and call them to reuse steps, give blocks inputs so one block can do slightly different jobs, trace programs that call functions (including from loops), and use Bolt's dance block to reuse a group of moves in a robot program.

  • 4 lessons
  • About 85 min
  • Quiz: 8 questions
Free starter

Coding · Grade 4

Coordinates and Game Events

Fourth graders describe and change a game character's position with x and y, program arrow-key events that move it, add boundary checks that keep it on the stage, and detect when two characters meet (same x and same y) to react with a score or message.

  • 4 lessons
  • About 85 min
  • Quiz: 8 questions

Coding · Grade 4

Test Edge Cases and Debug

Fourth graders hunt for edge cases (zero, empty input, boundaries, capitals and other unusual inputs), write test plans with expected results and reasons, use their tests to catch hidden buggy versions of a real function, and debug with a reproduce-trace-fix-retest routine.

  • 4 lessons
  • About 85 min
  • Quiz: 8 questions

Coding · Grade 4

Build and Explain an Original Mini-Game

Fourth graders design an original mini-game (goal, controls, rules, score, win and lose, scripts), build it from events, variables, conditions, loops, functions and messages, playtest it with planned test cases including edge cases, and explain how it works and why they designed it that way.

  • 4 lessons
  • About 95 min
  • Quiz: 8 questions