coding Grades 1 to 2 Crew Pilot · Ages 7 to 9 Live now

Inside the Machine: Grades 1 to 2

Inside the Machine for Grades 1 to 2 takes kids on a tour of the computers around them: laptops, tablets, phones and desktops. Over 12 weeks they learn what goes in (keyboard, mouse, touchscreen, microphone), what comes out (screen, speaker, printer), what the thinking part and the memory do, how Wi-Fi connects computers, and how to care for a device. In the Fix-It Bay with Rocket, Raven and Nova they practice saying a problem clearly and the four safe fixes a child may try with a grown-up nearby. Every lesson is read aloud and answered by tapping, with a daily Word Spot, and an offline Crew Quest each weekend.

  • Name the parts of a laptop, tablet, phone and desktop
  • Sort devices into input (in) and output (out)
  • Tell what the processor, memory and storage each do
  • Explain what Wi-Fi and the internet connect
  • Say a computer problem clearly and try the four safe fixes
  • Take care of a device: clean hands, two hands, tidy cords, log off

Every week is free. No card, ever.

Inside the Machine: Grades 1 to 2 cover

What's inside

  1. Week 1 What is a computer? 6 days Free
  2. Week 2 Telling the computer: input 6 days Free
  3. Week 3 The computer talks back: output 6 days Free
  4. Week 4 The thinking part 6 days Free
  5. Week 5 Remembering 6 days Free
  6. Week 6 Power up 6 days Free
  7. Week 7 Screens and Sound 6 days Free
  8. Week 8 Apps Are Instructions 6 days Free
  9. Week 9 Computers Talk to Each Other 6 days Free
  10. Week 10 Fix-It Bay 6 days Free
  11. Week 11 Taking Care 6 days Free
  12. Week 12 Crew Technician 6 days Free

How a daily session works

Every day runs through the same four short phases. 10 to 15 minutes, audio on every screen, built so a five-year-old can run it without grown-up help.

  1. 1

    Welcome (Hi)

    Rocket and Raven say hi and call out the big idea for the day.

  2. 2

    Watch a tiny story (Watch)

    Two or three short illustrated screens, each with audio.

  3. 3

    Try it yourself (Try)

    A big-tap-target puzzle: sort steps, plot a path, or predict what is next.

  4. 4

    Done. High five. (Done)

    A celebration screen, a one-line recap, and Next to the next day.