← Curriculum
Unit 4 · Grades 3–12 · 2 lessons
Typing Fluency & Races
📘 Teacher Guide
Unit overview
Students apply their keyboarding in timed, game-based practice: typing races against computer rivals, the Daily Tournament and the 1-minute speed test. They learn to measure words per minute and accuracy, set personal goals and track their growth.
Big ideas
- WPM = correct characters ÷ 5, per minute.
- Accuracy below 80% doesn't count as a finish.
- Growth over time matters more than beating others.
Before you teach
- Create a free class at keloskillracer.com/teacher and print the student code cards.
- Test one activity on a classroom computer before the lesson (sound on or off, screen size).
- Show students how to sign in at /join with the class code and their student code.
- Students should have passed the Home Row checkpoint (Typing Level 1) before racing.
Pacing
2 lessons of 40 minutes, then use races as weekly warm-ups.
Teaching tips
- Keep leaderboards friendly: students use nicknames only.
- Turn the class race board on only if it motivates your group.
Standards alignment
- ISTE 1.1 Empowered Learner (sets goals, reflects)
- CSTA: Data & Analysis (collecting and interpreting data)
📝 Lessons
✅ Assessment rubric
| Skill | 1 · Beginning | 2 · Developing | 3 · Proficient | 4 · Advanced |
|---|---|---|---|---|
| Accuracy in races | Below 80% | 80–89% | 90–95% | Above 95% |
| Goal setting and reflection | No goal | Goal set | Goal tracked | Goal met and new goal set |