Students learn keyboarding through a scientifically researched, game-based approach highlighting technique, ergonomics, and key location.

Keyboarding programs for schools can be fun and engaging for students while still teaching proper technique. Type to Learn is a game-based typing curriculum to ensure full student engagement. The methodology behind the success of Type to Learn was based on research by Dr. Leigh Zeitz and highlights proper technique, ergonomics, and unerstanding key location.

The Type to Learn program supports teachers in teaching proper technique by providing visual and auditory instructions to the students. Detailed explanations of the home row position, posture, and key stroking technique are provided in the earlier lessons, and shorter reminders are provided throughout the rest of the program. 3D model reference hands on the keyboard demonstrate the proper location for each finger, key press, or reach.

Leigh E. Zeitz, Ph.D. - University of Northern Iowa
Leigh E. Zeitz, Ph.D.

University of Northern Iowa

Type to Learn integrated valuable input and feedback from teachers, students, and renowned keyboarding instruction expert Dr. Leigh E. Zeitz, Ph.D., an Associate Professor for Instructional Technology, Curriculum and Instruction at the University of Northern Iowa. Dr. Zeitz is a technology innovator himself, continually exploring new ways to make learning more exciting and relevant. He was a technology coordinator for six years at Price Laboratory School, and has taught at all grade levels from first through twelfth grade, plus several universities.

Dr. Zeitz has written 7 books, including Keyboarding Made Simple: Learn the Best Techniques for Keyboarding Like a Pro, authored over 60 articles and given over 100 presentations on three continents about technology and education. He maintains the Keyboarding Research website and database at www.keyboardingresearch.org and writes numerous blogs on technology and education at www.drzreflects.com. His recent research focuses on building communication skills in elementary students through keyboarding. Dr. Zeitz received his Ph.D. in Curriculum and Instruction with an emphasis on Computers-in-Education from the University of Oregon.


Keyboarding Curriculum for Grades K-12

Type to Learn includes 34 Lessons that focus on:

  • Specific keystrokes and repetition

  • Practice through game-based activities

  • Final challenges to assess learned skills


About the Assessments: By default, if a student achieves a higher WPM and/or Accuracy than their set goals during an Assessment, Type to Learn will adjust the student's WPM and Accuracy goals higher by 2 WPM and 2% Accuracy from the Assessment Scores.

Keyboarding Curriculum Scope & Sequence:


Diagnostic Pre-test: The diagnostic pre-test in Type to Learn will set a users' WPM and Accuracy Goals and may allow user to skip several lessons. (By default the Pre-test is ON and Required.)

  • Lesson A: Keyboarding awareness, lowercase alphabet (For students in Grade K-2 by default and does not contain a Final Challenge)

  • Lesson B: Keyboarding awareness, numbers, capital letters (shift keys), punctuation (For students in Grade K-2 by default and does not contain a Final Challenge)

  • Lesson 1: J F Space Bar

  • Lesson 2: U R

  • Lesson 3: K D

Assessment 1: Covers Lessons 1-3. No Activities or Final Challenge.

  • Lesson 4: I E

  • Lesson 5: H G

Assessment 2: Cover Lessons 1-5. No Activities or Final Challenge.

  • Lesson 6: L S Right Shift

  • Lesson 7: Quick-Blends and Quick-Words

  • Lesson 8: O W Left Shift

  • Lesson 9: ; A Return/Enter


Assessment 3: Covers Lesson 1-9. No Activities or Final Challenge.

  • Lesson 10: P Q Backspace

  • Lesson 11: Quick-Blends and Quick-Words

  • Lesson 12: Y T Tab

  • Lesson 13: Arrow Keys

  • Lesson 14: B N

  • Lesson 15: Quick-Blends and Quick-Words


Assessment 4: Covers Lessons 1-15. No Activities or Final Challenge.

  • Lesson 16: M V

  • Lesson 17: , C

  • Lesson 18: Quick-Blends and Quick-Words

  • Lesson 19: . X

  • Lesson 20: / Z ?


Assessment 5: Covers Lessons 1-20. No Activities or Final Challenge.

  • Lesson 21: ctrl+C, ctrl+V, crtl+S (No Activities)

  • Lesson 22: ctrl+X, ctrl+Z (No Activities)

  • Lesson 23: : ' "

  • Lesson 24: 6 7 ^ &

  • Lesson 25: 5 4 % $

  • Lesson 26: 8 3 * #

  • Lesson 27: 9 2 ( @

  • Lesson 28: 0 1 ) !

  • Lesson 29: Numeric Keypad 4 5 6 7 8 9 Enter

  • Lesson 30: Numeric Keypad 1 2 3 0 > + - * /

  • Lesson 31: < > [ ] { } 

  • Lesson 32: - = _ +


Assessment 6: Covers Lessons 1-32. No Activities or Final Challenge.

  • Lesson 33: Passages/Typing Documents*

  • Lesson 34: Original Writing* (No Activities or Final Challenge)

* Lessons 33 and 34 are only available to students with a Vocabulary Setting of 3-6 or 7-12.

Common Core Standards Aligned

It is critical in today’s landscape of educational legislation and accountability that instructional software aligns directly to relevant state and national curriculum standards. Type to Learn is no exception. The program has been directly correlated to keyboarding and technology standards in all 50 U.S. states, the District of Columbia, and Ontario, Canada. Type to Learn also aligns with the Common Core State Standards (CCSS) as well as those of the International Society for Technology in Education (ISTE).


Common Core State Standards

The CCSS begins to require keyboarding at the 3rd grade level when it stipulates in CCSS.ELALITERACY. W.3.6 that “with guidance and support from adults, use technology to produce and publish writing (using keyboarding skills) as well as to interact and collaborate with others.”


This is followed in fourth and fifth grade where CCSS.ELA-LITERACY standards state that the student must “demonstrate sufficient command of keyboarding skills to type a minimum of one page in a single sitting.” This is the fifth grade requirement as well, except it requires two pages in a single sitting. (CCSS, 2016)

ISTE Standards for Students International Society for Technology in Education (ISTE) 2016 Standards for Students, outlined below (ISTE, 2016):


1. Empowered Learner
Students leverage technology to take an active role in choosing, achieving and demonstrating competency in their learning goals, informed by the learning sciences. Students will:

  • Understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.

2. Creative Communicator
Students communicate clearly and express themselves creatively for a variety of purposes using the platforms, tools, styles, formats and digital media appropriate to their goals. Students will:

  • create original works or responsibly repurpose or remix digital resources into new creations.

  • publish or present content that customizes the message and medium for their intended audiences

Type to Learn Guarantee - Background Image

Type to Learn

Money Back Guarantee

Sunburst Digital Learning guarantees that students at your school that complete the full Type to Learn program will see an average improvement in their adjusted words-per-minute (AWPM) by at least 50%. If your students' average improvement does not reach 50% within the year, Sunburst will refund your entire subscription cost for that year. See full details.


Big Ideas

Timed typing game focusing on right hand and left hand coordination.

Students need to learn how to type the words inside the thought bubbles quickly and accurately as the bubbles float to the top of the page. All thought bubbles are on the right or left side of the screen, and contain content typed with either the right hand or the left hand, exclusively.

The speed of the thought bubbles is related to the student's WPM goal, so it is always an appropriate challenge. Students get a point for each correctly typed character. Their WPM and accuracy are also recorded.


Dig This

This typing game focuses on accuracy and typing to a beat to encourage a smooth typing cadence.

Students type the text displayed in order to break the ice or stones and reveal what's hidden beneath. The metronome beat for cadence can be turned on or off by the teacher in settings, as well as by the student in the game itself.

WPM and accuracy are always recorded.


Drone Control

This is a timed typing game focusing on speed as well as accuracy.

Students type commands to pilot an unmanned drone vehicle and deliver important information. Drone Control is designed to focus on improving speed.


Message Master

This typing game provides 3 different tasks, depending on what lesson the student has reached.

In lessons 1-7, the student types the text displayed on screen. WPM and accuracy are recorded.

In lessons 8-20, the student hears dictation of what to type. They can click on the speaker button to hear it repeated. All dictation content is grade-appropriate in terms of vocabulary and spelling. Homophones are also avoided. WPM and accuracy are recorded.

In lessons 21-34, the student hears a writing prompt and must write a few original sentences in response to the prompt. All prompts are grade-appropriate (see Appendix B). The student can click on the speaker to hear the writing prompt repeated.



This typing game focuses on using the Shift key for capital letters, symbols, and punctuation.

Students type the displayed text in order to reconnect important infrastructure, such as electrical cables, water pipes, and air ducts.

As students type correctly and reconnect the pieces the environment changes: the dry ground gets greener as it is watered, the dark city lights up, and the airless warehouse gets brighter.


WPM and accuracy are always recorded.


Contact us today to get your customized quote, see a 15 minute demo of Type to Learn, or start up a 30 day trial.

Five Fun & Engaging Activities per Lesson