Doing our homework. To help teachers focus on teaching, we’ve vetted a few fun technology lesson plans for K-12 educators. Free lesson plans are available with just a click and here are some of our favorites…

Kindergarten Technology Lesson Plans

Most wouldn’t think computer skills and technology use would start in kindergarten. But take a look next time you see a toddler. Chances are they are using mom’s iPhone or their cute little digits are on a tablet. Children under the age of 5 are far more technically advanced than we think, so let’s use their tech instincts in the classroom! Building computer skills at this age helps develop basic reading, counting, and listening skills. Here are a couple of kindergarten technology lesson plans.

Number Recognition & Counting

Using games is a fantastic way to get kids excited about lessons without them realizing they are learning. This website offers free math games that teach number sense, addition, subtraction, patterns, and shapes.

Kindergarten technology game


This Clifford Measuring game from helps build basic knowledge of measurement and associated vocabulary. The game goes through lots of examples for extensive practice, and the kids can watch Clifford jump for joy when they get a correct answer. After Clifford teaches your students the difference between width and height, take a look at the other free games available.

Kindergarten Clifford game

Elementary School Technology Lesson Plans

Students develop complicated computer skills as they progress through first to fifth grade. While first graders concentrate on developing beginning mouse, typing, and word processing skills, second graders utilize their foundation to expand into more diverse skill sets such as spreadsheets, slide shows, internet research, and coding/programming logic. Third graders complete projects that challenge students to research facts, collect images, create multimedia presentations, and explore visual programming concepts. Fourth and fifth graders are involved in science and social studies slide show presentations, coding and programming games; and developing skills in graphic and photo editing, website creation, narrated slideshows, video editing, and other emerging technologies. These technology lessons for elementary works across all grades.

Family Tree Lesson Plans

Family tree lesson plans bring history to life through the principles of family history research. These genealogy lesson plans help teachers and students trace their family tree, understand immigrant origins, discover world geography, and investigate genetics.

This website provides multiple lesson plans related to researching and building a family tree. Students can utilize the internet to conduct genealogy research and use multiple applications from Microsoft Office or G Suite to work on their projects.

Coding for Kids – Froggy Bug Eater – Scratch Project

This project guides students through programming logic for building an interactive and fun “frogger” type game. The object of the game is to get the frog across the road to “eat” the bugs without touching any of the moving cars. Students will learn to use the Scratch programming interface to draw the background, cars, frogs,and insects. They will also add programming code to make cars drive, get the to frog cross the road, have insects appear and disappear, keep score, and end the game.

Elementary Technology Lesson Plans



Middle School Technology Lesson Plans

Current trends in STEM education are steering educators towards developing lesson plans that help find meaningful ways to interpret and deepen the connection between science, technology, engineering, and mathematics curricula. One of the big giants in technology, Microsoft, recognizes the push of STEM education and has developed free engaging lesson plans. Hacking STEM offers hands-on, teacher-tested activities that use everyday materials to make STEM affordable, accessible, and fun. Create these project-based activities and visualize the data through customized Excel workbooks. Here are some examples of Hacking STEM’s technology lessons:

Sensorized Glove and Robotic Hand

Students build robotic models from cardboard and straws to understand the anatomy and biomechanics of the human hand. Then, they conduct trials visualizing data in Excel to generate new ideas for improving it’s performance.

Windmill and Wind Turbine

Students build a windmill and a wind turbine and measure its capacity to lift weight. Then they engage in a blade design challenge to achieve maximum power output. The results are visualized and analyzed in Excel.

For more interactive STEM lesson plans from Microsoft, browse through their library here


High School Technology Lesson Plans

Emails, the internet, and social media are second nature to these students. Needless to say, they are masters of technology. When activities like snapchatting become a distraction in the classroom, keeping them engaged and actively participating is a huge challenge. Try these free website platforms to get students off their phones and involved in class.  

Free Rice

Convert students into philanthropists by getting them involved in the Free Rice campaign. Students can make a difference by practicing their math, chemistry, anatomy, geography, foreign language, humanities, and SAT questions–  for each answer they get right, 10 grains of rice is donated through the World Food Program to help end hunger. Create an ongoing project throughout the year by getting students to calculate how much rice they donated as a group and create graphs to show their weekly results.


Kahoot! is a game-based platform that creates an emotional, playful, engaging, and truly social learning environment that promotes discussion and pedagogical impact. Instead of looking down into their textbooks or devices, students are encouraged to look up while playing and connecting with each other. Educators can make a series of multiple choice questions or search among millions of existing games. Feel free to add videos, images and diagrams to your questions to amplify engagement. Kahoot! is best played in a group setting where players answer the questions on their own devices, while games are displayed on a shared screen to unite the lesson.