Computer Science – Technology
Kindergarten, 1st, 2nd, 3rd
Activities, Fun Stuff, Printables
PDF (Acrobat) Document File
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1 MB | 10 pages
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★Unplugged Coding ALL YEAR GROWING BUNDLE
This simple holiday introduction to block-style coding is perfect for Kindergarten through third graders as they learn the basics of “unplugged” programming without computers. After completing activities such as these on paper, they can apply similar block coding strategies to coding websites and apps for kids such as code.org and Kodable, and eventually to more advanced languages of coding. This activity also works as an excellent challenge for students during the yearly “Hour of Code” during December. To allow students to be most successful, please MODEL and clearly discuss directions for this activity before they complete it with partners.
Page 3: Gingerbread Coding Map
Pages 4-5: Map Pieces (COLORED)
Pages 6-7: Map Pieces (BLACK AND WHITE)
Page 8: Crack the Code! Recording Sheet
Page 9: Crack the Code! Chart to project or display
Page 10: Credits
Partner students. Each pair of students will need one Gingerbread Coding Mat (page 3), one set of Map Pieces (Colored on pages 4-5 OR Black and White on pages 6-7), and 2-4 copies of “Crack the Code!” (page 8). You may also choose to put copies of page 8 inside clear page protectors so that students can write and wipe codes with dry erase markers multiple times. Page 9 is optional and is provided for you to project or display coding symbols.
Have pairs of students cut out all the map pieces and color if desired.
Student 1 arranges the map pieces on the Gingerbread Coding Map, starting with the gingerbread man or woman and ending with the Gingerbread House, with path pieces (colored squares) in between to connect them. Then he or she places 2 Treats and 1 Enemy along the path.
Student 2 then “codes” the path of the gingerbread man or woman on page 8, using the provided symbols to draw the directions that he or she must travel. When the gingerbread man or woman comes to a treat, they will draw the symbol to “eat the treat,” and when they reach an enemy, they draw the symbol to “jump over the enemy.”
Student 1 checks the code and coaches Student 2 as needed.
Map pieces are cleared and students trade places, with Student 2 creating the map and Student 1 writing the code.
©Brooke Brown, LLC at Teach Outside the Box
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