Computer Science Fundamentals Lesson 1.4: Diagnose and Troubleshoot
Computer Science Fundamentals · Unit 1 · Lesson 1.4

Diagnose and Troubleshoot

Computer Science Fundamentals Grades 9–12 3-day lesson 26 deliverables

This computer science lesson teaches the routine tech pros use to find and fix a problem with a device. Students sort the steps of a projector repair into diagnosing and fixing, then troubleshoot customers' devices one test at a time and fill in a troubleshooting log.

Single lesson
$7

● Instant download · Lifetime access · Editable & print-ready

Print + digitalPDF, PowerPoint, Word & Google
Answer keysA key for every page
Built-in assessmentExit tickets + lesson quiz
45-minute daysEvery day planned and timed
Free for your students

An online game comes with this

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A short browser game practices this lesson with new examples. Students play on a computer or tablet, with no account and nothing to install. Use it with the lesson or instead of the paper activity.

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What's inside

What does this lesson cover?

Many students troubleshoot by trying random fixes until something works. This lesson teaches a plan: test one possible cause at a time, fix the cause, check the fix and write it down. Students can use the same routine on any device problem.

The lab on Day 2 has an online version that uses Tech Shop, our online game, in the Fix It level. It practices running one test at a time to find the cause, then fixing it, verifying the fix and writing it in the log. Every online version comes with a paper version, so no internet is needed. Our game is free, with no accounts or sign-ins.

Featured original activity

The Troubleshooting Lab

Students troubleshoot customers' devices one test at a time and fill in a troubleshooting log, on paper or in the Tech Shop game.

26 deliverables

Everything that's included

00 Start Here

  • READ FIRST: every file in the lesson and when you use it
  • Teacher guide and pacing: the plan for each day, what to print and how to grade
  • Skills map: which standards each day teaches

01 Present

  • One editable PowerPoint deck for all three days, 25 slides, with speaker notes
  • Slide script: the speaker notes, printed
  • Bell ringers: a short warm-up for each day

02 Student Handouts

  • Guided notes for all three days, in PDF and editable Word, with the word bank on the page
  • Vocab slip: the lesson's words and what they mean, on one page

03 Labs

  • The Troubleshooting Lab: troubleshoot customers' devices one test at a time and fill in a troubleshooting log, on paper or in the Tech Shop game

04 Activities

  • Diagnose or Fix? Sort each step of a real case into Diagnosing or Fixing and finishing
  • Case File: The Silent Microphone: solve a new case on paper

05 Assessment

  • Exit tickets, one per day: quick questions that show who needs more help
  • Lesson quiz: 10 multiple-choice questions and 2 written answers about all three days

06 Answer Keys

  • 5 answer key files: a key for each day (its bell ringer, notes and exit ticket) and the activity and lab keys, plus the quiz key

Digital: Google Forms™ + Google Slides™

  • 4 Google Forms™ of the exit tickets and the quiz, ready to copy into your Drive
  • The multiple choice grades itself, and you grade the written answers
  • A Google Slides™ copy of the deck, with the same slides and speaker notes, for Google Classroom™

Online: Tech Shop

  • Tech Shop, Fix It level: the online version of the Day 2 lab
  • Every online version has a paper version, so no internet is needed
  • Free to play, with no accounts or sign-ins

Why teachers love this lesson

Students keep a troubleshooting log

Each test and each fix goes in the log, so you can see how a student found the cause.

Wireless devices get checked too

Students learn that a wireless device still needs power and pairing with the right computer.

Print and digital

Every page is a print-ready PDF, and the Google Forms™ and Google Slides™ let you teach the same lesson in Google Classroom™.

Real online activities

Students can use Tech Shop on a computer or tablet, and every online version has a paper version that works with no internet.

A key for every page

Every day has its own answer key, and every written question has a sample answer and what to look for.

Every day fits a 45-minute class

Each day's plan is timed activity by activity against real reading and writing speeds.

What Teachers Say

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Questions teachers ask

How do I get the files after I buy?

Instant download right after checkout: PowerPoint and Word files you can edit, print-ready PDFs, and links that copy the Google Forms™ and Google Slides™ into your Drive.

Can I buy the whole unit or course instead?

Yes. This lesson is part of the Unit 1 bundle and the complete Computer Science Fundamentals course. Both cost less than buying the lessons one at a time.

Is this AP Computer Science?

No. It is a full-year, non-AP intro course for grades 9 to 12. For AP, see AP Computer Science Principles and AP Computer Science A.

What formats are the files in?

Every page is a print-ready PDF. The slides are an editable PowerPoint and the guided notes an editable Word file. The exit tickets and the quiz also come as Google Forms™, and the deck as Google Slides™.

Which standards does it cover?

Written for Florida's Advanced Information Technology course (9007610). The skills map in the lesson shows which standards each day teaches.