The task cards that you will find on this website were created by Cindy Loop Snyder, Elizabeth Pearsall, and Janet Molzan. You are welcome to use, copy, and adapt these activities for classroom use. Please include credit to Cindy Loop Snyder, Elizabeth Pearsall, and Janet Molzan if you choose to use and share them.
Part of the coding journey, regardless of access to technology, includes the use of unplugged activities. These are a few of the lessons we have used.
1. Code a dance - using pictures of different dance moves (see pdf file below), choose the dance moves to create a dance. Students can choose numbers to decide how many times to perform each move if you choose. Play some music and dance!
As an extension, students can code a dance daily and when a brain break is needed, dance!
code_a_dance_moves_in_pictures.pdf | |
File Size: | 203 kb |
File Type: |
2. Code a friend - in pairs, one student will be the robot and only move as instructed from partner. Switch roles.
3. Build a path, then code it - using connecting blocks, build a path. This activity is based on the app Lightbot. Students can choose which colour of blocks will represent the "lights" to be illuminated. Once they have built their path, they can code how a Lego person or any other small character will travel their path. We suggest using strips of grid paper to record the code to help students organize their work. The code they will use is the same symbols as in Lightbot. Once they have completed their code, they can have a friend check it.
As an extension, you can project one of the challenges from Lightbot, students use the connecting blocks to build that particular structure, then code it. Students can check their own work within the app.
4. For Early Years and Grade 1 - Code a path - using a 4X5 grid on a sheet of 8.5 X 11 paper, choose a start (simply the word) and a finish (honey pot). Students use small plastic bears or Lego people to move along the grid. Laminate or use a plastic sleeve and students can draw arrows to show their code with dry erase markers. Make a variety of grids with different starts and finishes.
5. Code a story - using a vinyl grid and have students place pictures of locations from a story (ex. the straw house, stick house and brick house from the Three Little Pigs) on the grid. As they retell the story, they move along the grid.
6. Coding on a 100 chart - if you happen to have a 100 carpet of a paper chart, it's a great place to work on coding by moving +1, -1, +10, -10. Students code a path on a hundred chart and read their code to the class, telling them where to start. The class needs to figure out what number the students ended on.
As a variation of this activity, you can play "What's my number?".
Materials needed:
100 chart
Scratch Jr block cards
Decide what number on which you will start. Chose the block cards to use and decide on the number of movements. Students will look at the code to determine the secret number.
3. Build a path, then code it - using connecting blocks, build a path. This activity is based on the app Lightbot. Students can choose which colour of blocks will represent the "lights" to be illuminated. Once they have built their path, they can code how a Lego person or any other small character will travel their path. We suggest using strips of grid paper to record the code to help students organize their work. The code they will use is the same symbols as in Lightbot. Once they have completed their code, they can have a friend check it.
As an extension, you can project one of the challenges from Lightbot, students use the connecting blocks to build that particular structure, then code it. Students can check their own work within the app.
4. For Early Years and Grade 1 - Code a path - using a 4X5 grid on a sheet of 8.5 X 11 paper, choose a start (simply the word) and a finish (honey pot). Students use small plastic bears or Lego people to move along the grid. Laminate or use a plastic sleeve and students can draw arrows to show their code with dry erase markers. Make a variety of grids with different starts and finishes.
5. Code a story - using a vinyl grid and have students place pictures of locations from a story (ex. the straw house, stick house and brick house from the Three Little Pigs) on the grid. As they retell the story, they move along the grid.
6. Coding on a 100 chart - if you happen to have a 100 carpet of a paper chart, it's a great place to work on coding by moving +1, -1, +10, -10. Students code a path on a hundred chart and read their code to the class, telling them where to start. The class needs to figure out what number the students ended on.
As a variation of this activity, you can play "What's my number?".
Materials needed:
100 chart
Scratch Jr block cards
Decide what number on which you will start. Chose the block cards to use and decide on the number of movements. Students will look at the code to determine the secret number.
- students can write the number sentence that corresponds to the path provided
- students can write the code for a path they have created
EY and Early primary unplugged activities
the-animal-grid-game.pdf | |
File Size: | 342 kb |
File Type: |