On the fourth planet, the "Automaton Planet," children learn how automata can be represented by states and state transitions and have the opportunity to represent the automata they use in their daily lives. Commands, sequences, and algorithms also find application on "Planet Rhythmo," where children can compose their own music, which can then be performed as a drum using their bodies. On the "Dancing Planet" and the "Branching Planet", children get to know small robots, the Ozobots, and learn how to make them dance and navigate through branching paths using drawn lines and various colours. Finally, the children return with the Heckis and tell the Heckis who stayed behind about their journey, reviewing all the planets they visited.
The course content aligns with the topics suggested by the GI and the competencies expected to be achieved by the end of second grade, such as "Information and Data" (Planet Crypto), "Algorithms" (Home Planet, Crazy Planet, Planet Rhythmo, Branching Planet), and "Languages and Automata" (Automaton Planet), "Computer Systems" (Automaton Planet, Dancing or Branching Planet). The topic "Computer Science, Human and Society" is emphasized throughout all course sessions (i.e., planets) by teaching children to connect theoretical concepts with their surroundings and everyday lives, such as sequences in music or automata on their way to school. The course is conducted unplugged except for the use of Ozobots, which are only used to support the embodied approach.
The Planet of Internet
After the "Planets of Computer Science" course, third and fourth graders can take the "Planet of Internet" course. In two double sessions, the children learn how the Internet is structured as a network of networks, how websites are accessed, and how messages can be sent over the Internet. The course uses games to illustrate how it works. As an introduction, a variation of "Telephone" is played. All children receive a Dobble card with six different symbols, and only children with a specific symbol are used as connection points between the sender and receiver of the "Telephone" message. The following network game allows the children to form a network, with the course leader guiding them with leading questions, so messages can be transmitted. The children independently develop ideas corresponding to addresses or routers. Finally, in the Internet connection game, the children embody individual elements of the Internet, such as the provider or the router, after the game has been explained using cardboard figures. The materials for this course are available as Open Educational Resources (OER).