New York Coding Studies — Grade 1

Comprehensive Course Syllabus

Course Overview

Our New York Grade 1 Coding Studies course is built around the New York State Computer Science and Digital Fluency Learning Standards, which set expectations for computational thinking, computer science knowledge, digital fluency, and responsible technology use. No prior coding experience is needed.

The course puts computational thinking before programming syntax. Children begin with sequencing, algorithms, and unplugged coding — giving instructions, following step-by-step directions, and solving maze and grid challenges away from a screen. They then learn patterns, logical thinking, decomposition, and debugging.

Screen work uses block-based, drag-and-drop coding only — no typed programming languages. Children explore events, loops, simple conditionals, variables, and data, then apply them in creative projects, game design, animation, and beginner robotics.

Running throughout are digital literacy, online safety, and digital citizenship, taught at an age-appropriate level. New York State does not require every school to offer one identical coding course; tools, platforms, and sequence vary by school and district.

Recommended Age 6–7 Years
Prerequisite No Prior Coding Experience Required
Course Duration Full Academic Year
Live Classes 2 Classes per Week · 60 Min Each
Module 1

Introduction to Coding

Topic 1.1

What Is Coding?

Children learn that coding means giving a computer instructions. Computers only do what they are told.

Topic 1.2

What Is a Computer Program?

Children learn that a program is a set of instructions. Programs make computers useful.

Topic 1.3

Instructions

Children learn that instructions must be clear and complete. Vague instructions produce wrong results.

Topic 1.4

Commands

Children learn that commands tell a computer to do one thing. Commands are the building blocks of programs.

Topic 1.5

Input and Output

Children learn that computers take input and give output. Input goes in, output comes out.

Module 2

Computational Thinking

Topic 2.1

What Is Computational Thinking?

Children learn a way of thinking that solves problems step by step. It works with or without a computer.

Topic 2.2

Breaking Problems Into Steps

Children split a task into ordered steps. Steps make big tasks manageable.

Topic 2.3

Pattern Recognition

Children spot patterns in problems. Patterns often suggest the solution.

Topic 2.4

Logical Thinking

Children reason step by step toward an answer. Logic is the core of coding.

Topic 2.5

Problem Decomposition

Children break large problems into smaller ones. Small problems are easier to solve.

Module 3

Sequencing

Topic 3.1

What Is a Sequence?

Children learn that a sequence is an ordered set of steps. Order changes the result.

Topic 3.2

First

Children identify the first step in a sequence. Starting points matter.

Topic 3.3

Next

Children identify what comes next. Sequence words structure instructions.

Topic 3.4

Then

Children continue a sequence using “then”. Sequence words keep instructions clear.

Topic 3.5

Finally

Children identify the last step. Endings complete a sequence.

Module 4

Algorithms

Topic 4.1

What Is an Algorithm?

Children learn that an algorithm is a set of steps to solve a problem. Algorithms are recipes for computers.

Topic 4.2

Step-by-Step Instructions

Children write clear step-by-step instructions. Clarity is essential.

Topic 4.3

Everyday Algorithms

Children identify algorithms in daily routines. Making a sandwich is an algorithm.

Topic 4.4

Following an Algorithm

Children carry out an algorithm precisely. Following exposes unclear steps.

Topic 4.5

Creating an Algorithm

Children write their own algorithms. Writing algorithms is real coding thinking.

Module 5

Unplugged Coding

Topic 5.1

Coding Without a Computer

Children learn coding ideas away from screens. Unplugged work builds understanding first.

Topic 5.2

Direction Games

Children give and follow direction instructions. Direction games teach precision.

Topic 5.3

Instruction Cards

Children build programs using physical cards. Cards make sequences visible.

Topic 5.4

Grid Activities

Children move around a floor grid. Grids introduce coordinates naturally.

Topic 5.5

Robot Role-Play

Children take turns being programmer and robot. Role-play shows why instructions must be exact.

Module 6

Patterns & Coding

Topic 6.1

Repeating Patterns

Children identify and extend repeating patterns. Repetition connects directly to loops.

Topic 6.2

Number Patterns

Children find patterns in numbers. Number patterns link coding to maths.

Topic 6.3

Shape Patterns

Children create patterns using shapes. Shape patterns are visual and clear.

Topic 6.4

Color Patterns

Children create patterns using colours. Colour patterns are easy to see.

Topic 6.5

Movement Patterns

Children create patterns of movement. Movement patterns are physical loops.

Module 7

Logical Thinking

Topic 7.1

Logical Decisions

Children make decisions based on rules. Decisions drive program behaviour.

Topic 7.2

Sorting

Children sort objects by given rules. Sorting requires clear criteria.

Topic 7.3

Classification

Children group things into categories. Classification organises information.

Topic 7.4

Matching

Children match related items. Matching builds relational thinking.

Topic 7.5

Comparisons

Children compare items systematically. Comparison underlies decisions.

Module 8

Decomposition

Topic 8.1

Breaking Problems Apart

Children split problems into smaller parts. Smaller parts are easier to handle.

Topic 8.2

Identifying Smaller Tasks

Children identify the sub-tasks in a job. Sub-tasks make progress visible.

Topic 8.3

Task Ordering

Children put sub-tasks in a sensible order. Order affects whether tasks work.

Topic 8.4

Planning

Children plan before starting work. Planning prevents wasted effort.

Topic 8.5

Step-by-Step Solutions

Children solve problems one step at a time. Steps keep work organised.

Module 9

Debugging

Topic 9.1

What Is a Bug?

Children learn that a bug is a mistake in a program. Bugs are normal and expected.

Topic 9.2

Finding Errors

Children look for mistakes in instructions. Finding errors requires careful checking.

Topic 9.3

Wrong Instructions

Children spot instructions that are incorrect. Wrong steps produce wrong results.

Topic 9.4

Missing Steps

Children notice when a step is missing. Missing steps stop programs working.

Topic 9.5

Extra Steps

Children notice unnecessary steps. Extra steps waste effort.

Module 10

Direction & Movement Coding

Topic 10.1

Forward

Children use the forward command. Forward is the first movement command.

Topic 10.2

Backward

Children use the backward command. Backward reverses direction.

Topic 10.3

Left

Children use the left turn command. Left and right take practice.

Topic 10.4

Right

Children use the right turn command. Turning changes facing direction.

Topic 10.5

Turn

Children combine turns with movement. Turning is separate from moving.

Module 11

Grid-Based Coding

Topic 11.1

Grids

Children learn how grids are organised. Grids underpin many coding activities.

Topic 11.2

Rows

Children identify rows in a grid. Rows run across.

Topic 11.3

Columns

Children identify columns in a grid. Columns run up and down.

Topic 11.4

Positions

Children describe positions on a grid. Position needs both row and column.

Topic 11.5

Starting Points

Children identify where a program begins. Start position affects the whole route.

Module 12

Introduction to Block-Based Coding

Topic 12.1

Coding Blocks

Children learn that blocks are instructions. Blocks replace typed code.

Topic 12.2

Motion Blocks

Children use blocks that make things move. Motion blocks are the most used.

Topic 12.3

Event Blocks

Children use blocks that start a program. Events trigger actions.

Topic 12.4

Sound Blocks

Children use blocks that make sounds. Sound makes programs engaging.

Topic 12.5

Looks Blocks

Children use blocks that change appearance. Looks blocks make visible changes.

Modules 13–32

Also Covered in This Course

Events & Actions
Loops Introduction
Conditional Logic Introduction
Variables Introduction
Data & Information
Coding with Mathematics
Coding with Language Arts
Digital Literacy
Internet & Online Safety
Digital Citizenship
Creativity Through Coding
Game Design Introduction
Animation & Storytelling
Robotics & Physical Computing Introduction
Coding & Engineering Design
Collaboration & Computational Communication
Coding Projects
Coding Challenges & Problem Solving
Integrated STEM Coding Activities
Grade 1 Coding Review & Readiness

Teaching Methodology

Our Grade 1 Coding classes put computational thinking before syntax, using unplugged games, block-based tools, and creative projects. No prior experience is needed. Children learn through:

Live interactive coding classes
Unplugged coding activities
Instruction cards and algorithm games
Floor grid and maze challenges
Robot role-play
Block-based drag-and-drop coding
Coding games and puzzles
Pattern activities
Debugging challenges
Creative digital projects
Animation and storytelling
Beginner robotics activities
Digital literacy practice
Online safety discussions
Pair programming
Project presentations
Weekly worksheets
Monthly assessments
Coding portfolio

Learning Outcomes

By the end of Grade 1, students will be able to:

Explain what coding and computer programs are.
Apply computational thinking to simple problems.
Create and follow step-by-step sequences.
Write and follow simple algorithms.
Complete unplugged coding activities confidently.
Recognise, extend, and create patterns.
Apply logical thinking, sorting, and classification.
Break larger problems into smaller tasks.
Find and fix errors in simple programs.
Use direction and movement commands accurately.
Navigate grids and plan routes around obstacles.
Build programs using drag-and-drop coding blocks.
Use events to make programs interactive.
Use loops to repeat actions efficiently.
Apply simple if-then conditional logic.
Store and change information using simple variables.
Collect, sort, and display simple data.
Apply coding to mathematics and language activities.
Use a computer, keyboard, and mouse or touchpad confidently.
Save, organise, and find their digital work.
Explain what the internet is and browse safely.
Protect personal information and ask a trusted adult for help.
Behave respectfully and responsibly online.
Create digital drawings, animations, and interactive stories.
Design and build a simple game.
Explain what robots are and program simple robot movement.
Apply the engineering design process to coding problems.
Work collaboratively and explain their thinking to others.
Complete and present a beginner coding portfolio.
Demonstrate readiness for Grade 2 coding.

Assessment & Progress Tracking

Student progress is evaluated through:

Weekly coding worksheets
Sequencing activities
Algorithm writing tasks
Unplugged coding activities
Grid and maze challenges
Pattern exercises
Logic puzzle activities
Debugging challenges
Block coding tasks
Event and interaction activities
Loop challenges
Conditional logic activities
Variable and data tasks
Digital literacy checks
Online safety activities
Digital citizenship discussions
Creative coding projects
Game design projects
Animation projects
Robotics challenges
Pair programming observations
Project presentations
Coding portfolio
Monthly unit assessments
End-of-year readiness assessment
Individual skill-gap analysis
Parent feedback meetings
Personalized progress reports

Why Choose NextChanakya for New York Grade 1 Coding Studies?

Aligned with the NYS Computer Science and Digital Fluency Learning Standards
No prior coding experience required
Computational thinking taught before syntax
Extensive unplugged coding activities
Thorough sequencing and algorithm foundation
Debugging taught as a normal, positive skill
Block-based coding only — no typed languages
Events, loops, and conditionals at an age-appropriate level
Gentle introduction to variables and data
Coding integrated with mathematics
Coding integrated with language arts
Practical digital literacy skills
Strong online safety teaching
Digital citizenship from the start
Creative coding, animation, and storytelling
Game design projects
Beginner robotics and physical computing
Engineering design process
Pair programming and collaboration
Beginner coding portfolio
Experienced early-years coding teachers
Small batch classes and personalized attention
Continuous assessment and monthly progress reports
Strong preparation for Grade 2 coding

Standards Note

New York State provides Computer Science and Digital Fluency Learning Standards, which set expectations for students’ development of computational thinking, computer science knowledge, digital fluency, and responsible technology use.

New York State does not require every school to offer one identical Grade 1 “Coding Studies” course. Schools and districts may organise computer science, digital fluency, technology, and coding instruction differently, and the exact programming tools, platforms, software, projects, and sequence may vary.

It is important to distinguish between the New York State standards, which define expected knowledge and skills, and the Coding Studies curriculum created for this educational programme, which organises that content into modules and topics.

This syllabus represents a beginner Grade 1 Coding Studies and computational-thinking pathway designed to support age-appropriate New York State expectations. It focuses on foundational computational thinking rather than advanced programming syntax.

No specific programming language, coding platform, robotics kit, or software is required statewide, and not every New York school offers a separate Coding Studies course.