Snowman Coding – DIGITAL + PRINTABLE
Specialty, Computer Science – Technology
Kindergarten, 1st, 2nd, 3rd
Activities, Fun Stuff, Printables
PDF (Acrobat) Document File
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2 MB | 10 pages
***NOW INCLUDES GOOGLE SLIDES AND SEESAW DIGITAL FORMATS FOR REMOTE/DISTANCE LEARNING!***
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★Unplugged Coding ALL YEAR GROWING BUNDLE
This simple winter-themed 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. To allow students to be most successful, please MODEL and clearly discuss directions for this activity before they complete it with partners.
- Google Slides Digital Snowman Coding
- Seesaw Digital Snowman Coding
- Snowman Coding Map
- Map Pieces (COLORED)
- Map Pieces (BLACK AND WHITE)
- Crack the Code! Recording Sheet
- Crack the Code! Chart to project or display
*Partner students. Each pair of students will need one Snowman 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 Snowman Coding Map, starting with the Snowman and ending with the Mountains, with path pieces (colored squares) in between to connect them. Then he or she places 1 items of clothing, 1 bridge, 1 hill, and 1 enemy along the path.
*Student 2 then “codes” the path of the snowman on page 8, using the provided symbols to draw the directions that he or she must travel. When the snowman comes to an item of clothing, bridge, hill, or enemy, they will draw the symbols to match.
*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.
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