This curriculum is appropriate for any typers already familiar with the alphabet and who have the hand-span to fully use their keyboard. Generally, 3rd grade +. Through it students will learn the entire keyboard in a fun and dynamic way!
This is the default curriculum to learn typing for students associated with the grades 3-12. It can also be manually assigned to any student grades Kindergarten through 2nd.
How does it work?
Students have the option to bypass the first four introductory units by taking a placement assessment. If they select Start with the Basics they will not later be able to take the assessment.
The assessment will show letters from each row in sequence, then a complete sentence. Students have a limited time to press the appropriate key. Only students who can type without looking at the keyboard will be able to pass the assessment.
Students will be able to take the assessment a total of three times before they're automatically placed in the appropriate unit. The results of the assessment determines which learning path (A-E) that they're on. Once set, there's no way to change this learning path.
If they completely fail the assessment, or skip it, they'll be on Path A which starts with the basics. Each section they pass will put them on a different path, and skip an introductory unit (e.g. home row, top row, and bottom row). If they pass every section they will start with full sentence practice.
It's important that students are able to complete lessons in the time available, or save and come back to them during their next typing session. Typing Agent's Adaptive Curriculum will dynamically adjust the length of each student's lesson to enough content to challenge them to finish in one to two minutes, ensuring all students are being appropriately challenged to improve.
Units 1-4 introduce students to the home row, top row, bottom row, shift key, and punctuation. These units require the most (proper) repetition for students to become effective typists. To increase student engagement, we've broken each lesson into several different activity types. They are:
- Block Lesson - new keys are introduced in a non-standard pattern.
- Anchor Lesson - the student must hold down either the f or j key while using the other hand to type letters.
- Site Lesson - students must follow the on-screen keyboard to type the correct key without the letter displayed.
- Game Lesson - students practice the letters with fun visual graphics.
- Video Lesson - students learn fun facts about typing and the digital world.
- Standard Lesson - students are challenged to achieve their targets to receive one, two, or three stars.
- Type Up Lesson - the last lesson of the unit, the students are provided a custom lesson focusing on the letters they had the most trouble with in the Standard Lesson.
As important as it is to be engaging for the students, there must also be a way to confirm they're improvement through their use of the program. Starting with Unit 4, and in every unit after, students will be provided an Progress Assessment at the end of the unit. The content is the same in each iteration, which allows you to see the students improvement through every unit.
These assessments work a little different than the lessons:
- Correct Letter is never required (students can make mistakes and continue on).
- Backspace is disabled (they cannot correct their mistakes).
- By default only one attempt is available, though admins or teachers can allow for up to three attempts.
You can find your students statistics under the Progress Report in Analytics.
Students earn experience points each time they complete an activity. The amount of points a student earned is based on their accuracy and number of times they've completed that activity. The higher the accuracy, the more points. Awarded points decrease each time the activity is completed.
Experience points are valuable to students for two reasons. One, if Leaderboard is enabled, a students total experience points determines their ranking in the class's Leaderboard. Two, students must earn experience points to automatically open up curriculums. You can view the required experience points for a student by selecting their name from your student list, then selecting Curriculum from the flyout menu.
Scope and Sequence
Best practice is for students to type 10-15-minutes per day at least 3-5 days per week. Shorter more frequent sessions are better than longer less frequent sessions. Working per recommendations, it should take approximately 12-hours for a student to complete the base curriculum. This does not include other activities, such as Notebook, Code, Type Your Own Adventure, Targeted Practice, Games, or Digital Citizenship, which adds a minimum of 10+ hours of content.
Shift Key and Punctuation
Full paragraphs with Digital Citizenship content
Practicing what they've learned to date
Symbols on Numbers Row
Reinforcing what's been learned to date
Content designed to improve accuracy and speed
Lessons covering all concepts with content relevant to topics such as science, history, and literature.