Syllabus - Grade 6

Syllabus - Grade 6

The Strive Core Curriculum teaches students to think deeply and creatively about tough problems. Strive students apply the mathematics they’re learning in school to write computer programs that help them to visualize their ideas and debug their own thinking. We complement our 1:1 live classes with a library of rich, open-ended mathematical tasks that students can explore at their own pace.

Individualized Pathways

Strive's Grade 6 Pathway aligns with the Common Core Mathematics Standards (CCMS) for Grade 6. We curate the Grade 6 CCMS to provide students with individualized learning pathways based on their interests and current level of mastery.

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Grade 6 Core Curriculum Strive students begin their journey with a tailor-made sequence of 15-25 modules aligned to the Grade 6 Common Core Mathematics Standards. Along the way, they will master programming concepts typically reserved for AP Computer Science A.

Chapter 1. Variables & Functions (6-10 hours)

Variables keep track of quantities that change such as position, size, and color. Functions bundle related instructions together.

See a Geometry Module (CCMS G.1 and G.3)

Students will hone their skills with abstraction by creating an area calculator for common shapes.

Chapter 2. Logic (6-10 hours)

Conditional expressions enable us to make decisions in code. Boolean algebra is the logical foundation for computers.

See a mixed Number System + Equations Module (CCMS NS.7a, NS.7b, and EE.9)

Students will practice physical modeling by making a ball bounce off of the walls.

Chapter 3. Loops (6-10 hours)

Computers follow instructions quickly and accurately. Loops make it easy to repeat instructions given certain conditions.

See a mixed Geometry + Algebra Module (CCMS G.3, EE.2a)

Students will create a beautiful, interactive chessboard.

Chapter 4. Arrays (6-10 hours)

Arrays enable us to keep track of lists of related items, from numbers to game characters and beyond.

See a mixed Number System + Geometry Module (CCMS NS.7c, NS.7d, and G.3)

Students will build their own version of a popular video game.

Chapter 5. Classes (6-10 hours)

Good software is well-organized and expressive. Objects – containers for data and the functions that operate on that data – make it easier to write clean code.

See a mixed Number System + Equations Module (CCMS NS.7a, NS.7b, and EE.9)

Students will practice physical modeling by making many balls bounce off of the walls and each other.

Mathematical Explorations Once students can code anything, they continue to define their own learning pathway by selecting modules from our grade-specific library. Art, games, science, data science — the choice is theirs! Students typically cover all major Grade 6 CCMS after completing 30 modules.

Assessment

Strive teachers are trained in providing timely feedback to students in the form of individualized diagnostic comments. This approach, pioneered at the Stanford Graduate School of Education, provides students with more insight into their learning than is possible with a single numerical score. Leading research and our own experience indicate that students perform at higher levels when they have a clear idea of where they are in their learning pathway.