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Type to Learn Keyboarding Curriculum & Methodology

Learn keyboarding through a scientific based 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 game-based to ensure full student engagement. The methodology behind the success of Type to Learn was based on research by Dr. Leigh Zeitz and highlights technique, ergonomics, and key location.

The Type to Learn solution supports teachers in teaching proper technique by providing visual and auditory instruction on proper posture, body and hand positions, and finger striking techniques. 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.

 

Type to Learn: Scope & Sequence

Grades K-12

Type to Learn includes 34 Lessons that focus on:

  • Specific keystrokes and provide instruction

  • Practice through game activities

  • A final challenge to assess learned skills


Keyboarding 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: Lessons 1-3 No Activities or Final Challenge (By Default, if a student has a higher WPM and accuracy than the set goals, Type to Learn will adjust WPM and Accuracy Goals higher by 2 WPM and 2% Accuracy from the Assessment Scores)

  • Lesson 4: I E

  • Lesson 5: H G

  • Assessment 2: Lessons 1-5  No Activities or Final Challenge (By Default, if a student has a higher WPM and Accuracy than the set goals Type to Learn will adjust WPM and Accuracy Goals higher by 2 WPM and 2% Accuracy from the Assessment Scores)

  • 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: Lesson 1-9 No Activities or Final Challenge (By default, if a student has a higher WPM and Accuracy than the set goals Type to Learn will adjust WPM and Accuracy Goals higher by 2 WPM and 2% Accuracy from the Assessment Scores)

  • 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: Lessons 1-15 No Activities or Final Challenge (By default, if a student has a higher WPM and Accuracy than the set goals Type to Learn will adjust WPM and Accuracy Goals higher by 2 WPM and 2% Accuracy from the Assessment Scores)

  • Lesson 16: M V

  • Lesson 17: , C

  • Lesson 18: Quick-Blends and Quick-Words

  • Lesson 19: . X

  • Lesson 20: / Z ?

  • Assessment 5: Lessons 1-20 No Activities or Final Challenge (By default, if a student has a higher WPM and Accuracy than the set goals Type to Learn will adjust WPM and Accuracy Goals higher by 2 WPM and 2% Accuracy from the Assessment Scores)

  • Lesson 21: ctrl+C, ctrl+V, crtl+S

  • Lesson 22: ctrl+X, ctrl+Z

  • 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: Lessons 1-32 No Activities or Final Challenge (By default, if a student has a higher WPM and Accuracy than the set goals Type to Learn will adjust WPM and Accuracy Goals higher by 2 WPM and 2% Accuracy from the Assessment Scores)

  • Lesson 33: Passages

  • Lesson 34: Original Writing

Over 100 Leveled Lessons and Activities with Personalized Remediation

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.


Time limits may be adjusted by the teacher. Defaults are:

  • 30 sec for grades K-2

  • 45 sec for grades 3-6

  • 60 sec for grades 7-12

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.


Students must write a minimum number of words before they can submit their original writing.

Requirements are:

  • 6 words for grades K-2

  • 10 words for grades 3-6

  • 20 words for grades 7-12

Reconnect

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.