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.
How to play
- 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).
- 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).
- 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).
- 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).
- Rotate roles every two programs: robot, programmer and checker (3 min).
- Final challenge: a bonus point for the trio that reaches the goal with the shortest program (2 min).
Rules
- The robot turns in place and moves only on a forward card.
- The whole program is laid out first and not changed midway.
- Walk inside the grid and never push the robot.
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
- Limited mobility: a student using a wheelchair is the robot on 3-foot squares, turning the chair, or the programmer.
- Low vision: large high-contrast cards, thick lines and the checker reads every command aloud.
- Skill level: more movement by jumping each forward step; students who struggle program while the robot faces their way.
Learning goals
- Distinguish right and left turns from another person's point of view.
- Plan a movement sequence to reach a target.
- Find and fix errors in a route as a group.
Equipment for a class of 25
- chalk: 10
- code cards: 80
- cones: 24
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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