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Code the Robot: Arrow Card Grid

In groups of three, a programmer lays out arrow cards to guide a classmate "robot" across a chalk grid to a goal while avoiding obstacles. Students practice right and left turns from another person's point of view, planning and debugging.

PhaseMain activitie
Duration20 min
Ages8–11
SpaceOutdoor yard
EquipmentChalk, Code cards, cones
IntensityLow

How to play

  1. Draw 8 chalk grids of 5 x 5 squares, about 20 inches each, and give each trio cards for forward one square, turn right and turn left (3 min).
  2. The robot only understands three commands: forward one square, or a quarter turn right or left in place. Practice together on your call (3 min).
  3. The robot stands on the start square facing a wall. The programmer places a goal cone and two obstacle cones and lines up the program cards (3 min).
  4. The checker reads the cards one at a time and the robot carries them out. Reaching the goal without touching an obstacle scores a point; if not, find the bug and rerun (6 min).
  5. Rotate roles every two programs: robot, programmer and checker (3 min).
  6. Final challenge: a bonus point for the trio that reaches the goal with the shortest program (2 min).

Rules

Variations

Easier

The robot starts facing the goal and programs use 5 cards or fewer.

Standard

Two obstacles and a start facing any direction.

Harder

Add turn-around and repeat cards, and start the robot with its back to the goal.

Adaptations

Learning goals

Equipment for a class of 25

Teacher tip

The most common bug is mixing up turns when the robot faces the programmer: have the programmer stand behind the robot to check. Keep laminated cards in one envelope per trio.

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