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Password to our Padlet: robot

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1,718,111,282

Hours of Code Served

A global movement in 180+ countries.

16,524 events registered so far in 2023.

Your class or group can join millions around the world doing the Hour of Code! Registration for the annual Computer Science Education Week celebration begins in October. Though, Hour of Code is available year-round.

Register your Hour of Code

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Use computer science to explore and learn about AI!

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Students will work collaboratively to explore how computer science connects to many industries and the world around them. K-5 students can focus on how CS changes everything around them, and 6-12 students can identify connections to many career industries.

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Students will work collaboratively to explore how computer science connects to many industries and the world around them. K-5 students can focus on how CS changes everything around them, and 6-12 students can identify connections to many career industries.

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K-5 Guiding Questions:

What is the main message of the video?

What are ways that CS changes things around you?

Reflection Question:
Do you agree or disagree with the message, “CS is changing everything?” Why or or why not?

Think-Pair-Share: Give students 3 minutes to reflect on the theme. With a partner, students each have 1 minute to share their reflection. As a whole group, have a few groups share their thoughts.

Students can extend their learning by exploring a PBL unit or go deeper into a reflection on how computer science changes six industries: Agriculture, Fashion, Medicine, Energy, Public Safety, and Art and Entertainment. This can provide students an opportunity to individually and collaboratively brainstorm how computer science changes these areas.

6-12 Guiding Questions:

What is the main message of the video?

What are ways that CS changes things around you?

Reflection Question:
Do you agree or disagree with the message, “CS is changing everything?” Why or or why not?

Think-Pair-Share: Give students 3 minutes to reflect on the theme. With a partner, students each have 1 minute to share their reflection. As a whole group, have a few groups share their thoughts.

The video identifies how computer science changes six industry categories: Agriculture, Fashion, Medicine, Energy, Public Safety, and Art and Entertainment. However, each state has its unique way of categorizing industry sectors. This lesson can be extended by having students learn about different career categories and identify the many ways that CS is changing those fields. The ideas in the video are a great place to start, but there are endless possibilities!

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Focus on sequence

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This unplugged sequence activity is the next best thing to visiting the pumpkin patch in person!

There's a corn maze in Fuzztopia and blueFuzz wants to explore, but he's nervous he'll get lost!

In this Fall unplugged coding lesson, learners will first design and decorate a Fuzzy Fall Harvest corn maze. Then, learners will code a sequence of commands, also known as an algorithm, that will tell blueFuzz how to roll through to the finish.

Are your students ready to help blueFuzz? Let's get rolling!"

Unplugged Sequence Activity: Fuzzy Fall Harvest

This activity is unplugged which means you don't need a computer! Here's what you will need:

1. Scissors

2. Glue

3. Drawing supplies

4. Fuzzy Fall Harvest Worksheet

Have you ever been to a corn maze? It's just like it sounds - a real maze made out of corn! The goal is to get from the start of the maze through to the finish, like this:

The corn stalks that make up the walls of the maze might be double or triple your size so you can't see out. There might be twists, turns, and even dead ends so it can be tricky to find your way through!

The fuzzFamily Heads to the Fuzztopia Corn Maze

The fuzzFamily has decided to head to the Fuzztopia Corn Maze to give it a roll! In case you haven't met them yet, the Fuzzes are round, furry aliens who love adventure and trying new things!

But blueFuzz is feeling a little nervous. On one hand he's so excited to have fun with his family and harvest some Fall treats, but he also doesn't want to get lost in the maze!

To make sure he has a good time and stays safe, there is something your students can do to help!

How to Help blueFuzz

First, students will get to design the corn maze! They can make sure it's fun and challenging, but also solvable.

Second, they will give blueFuzz the exact sequence of instructions needed to get through the maze. In other words, you'll tell him where to go, so there's no way he can get lost!

Will your students help blueFuzz get through the Fuzzy Fall Harvest corn maze?

Your Unplugged Sequence Activity: Design a Corn Maze

Goal:

Create and decorate a maze. Then draw the sequence of arrow commands that blueFuzz should follow to roll from start to finish.

Materials:

Activity Instructions:

1. Draw a maze that connects "start" to "finish".

2. Cut out the Fall harvest treats (corn, pumpkin, and apple) from page 2 of the worksheet and glue them somewhere in the maze. Blue will harvest these treats on his way to the finish line.

3. Next, add decorations! Cut out the other items from page 2 and glue them around your maze. Use drawing supplies to spruce it up even more!

4. Finally, solve the corn maze!

Design and decorate the corn maze

Students can do this alone, or invite a friend or family member to participate too. The challenge is to figure out the correct sequence of arrow commands that Blue should follow the reach the end of the maze. To harvest the fall treats and reach the end, which way does Blue need to roll in this example?

Which way does blueFuzz need to roll to get through the maze?

Draw these direction arrows in the spaces below the maze. Right, down, left, down, right. Notice that if Blue follows this sequence exactly, he will roll through the maze and join his family!

Draw the sequence of arrow commands

This a sequence of instructions that results in a specific outcome - in coding, this is called an algorithm. In this Fall unplugged sequence lesson, your learners will create an algorithm too!

Try the Fall Unplugged Sequence Lesson With Your Students!

Help blueFuzz harvest the fall treats and get to the end of the corn maze.

All the instructions mentioned in the video lesson are also on the Fuzzy Fall Harvest Worksheet, so just print it out and get rolling through the corn maze!

Looking for more fuzzFamily fun?

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The Best Unplugged Sequence Activity for Fall | Kodable Blog

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This unplugged sequence activity is the next best thing to visiting the pumpkin patch in person! There's a corn maze in Fuzztopia and blueFuzz wants to explore, but he's nervous he'll get lost! In this Fall unplugged coding lesson, learners will first design and decorate a Fuzzy Fall Harvest corn maze.

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CS Unplugged is a collection of free teaching material that teaches Computer Science through engaging games and puzzles that use cards, string, crayons and lots of running around.

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CS Unplugged is a collection of free learning activities that teach Computer Science through engaging games and puzzles that use cards, string, crayons and lots of running around.

The activities introduce students to Computational Thinking through concepts such as binary numbers, algorithms and data compression, separated from the distractions and technical details of having to use computers. Importantly, no programming is required to engage with these ideas!

CS Unplugged is suitable for people of all ages, from elementary school to seniors, and from many countries and backgrounds. Unplugged has been used around the world for over twenty years, in classrooms, science centers, homes, and even for holiday events in a park!

The material is available free of charge, and is shared under a Creative Commons BY-NC-SA licence, which makes it easy to copy, adapt and share it.

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Free activities for classroom or home # CS Unplugged is a collection of free learning activities that teach Computer Science through engaging games and puzzles that use cards, string, crayons and lots of running around. The activities introduce students to Computational Thinking through concepts such as binary numbers, algorithms and data compression, separated from the distractions and technical details of having to use computers.

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We've compiled a list of all of our unplugged lessons for you to use in your classroom. Now you can teach the fundamentals of computer science, whether you have computers in your classroom or not!

We refer to lessons in which students are not working on a computer as "unplugged." Students will often work with pencil and paper or physical manipulatives. These are intentionally placed kinesthetic opportunities that help students digest complicated concepts in ways that relate to their own lives.

Unplugged lessons are particularly useful for building and maintaining a collaborative classroom environment, and they are useful touchstone experiences you can refer to when introducing more abstract concepts. Each of these activities can either be used alone or with other computer science lessons on related concepts.

Ages 4+, English only

Course

Lesson Plan

Concept

Video

Loops

Impacts of Computing

Course C

Sequencing

Loops

C.15 - Binary Bracelets
*Supplies: Markers. Optional - 18 black/18 white beads, 1 pipe cleaner per student
Binary is extremely important in the world of computers. The majority of computers today store all sorts of information in binary form. This lesson helps demonstrate how it is possible to take something from real life and translate it into a series of ons and offs.

Binary

Impacts of Computing

Digital Citizenship

Course F

Variables

For Loops

The following lessons are organized by concept and can be found in earlier versions of our CS Fundamentals courses. Additional resources you may want to consult as you plan to use these lessons include:

Digital Citizenship
Crowdsourcing

*Common Sense Education has a full Digital Citizenship Curriculum that includes many unplugged activities.

Functions

Functional Suncatchers
In this lesson, students will make a suncatcher out of string, beads, and a special charm. The students will follow a series of repetitive steps, then be asked to identify certain sets of "skills" that are duplicated several times. Once those skills are defined, they will be called from a main program and the whole beautiful process of creation will be recorded on a single sheet of paper. The final program will be geared toward the entire class, whatever their type of string, beads, and charms. To effectively allow for this, students will need to "abstract out" the details of their specific materials and create vague terms for an individual's supplies. This use of generic placeholders is a wonderful introduction to variables.

Lesson Video
See Lesson in Action
Activity Answer Key Assessment Answer Key

Algorithms

Dice Race
In this lesson, students will relate the concept of algorithms back to real-life activities by playing the Dice Race game. The goal here is to start building the skills to translate real-world situations to online scenarios and vice versa.

Computational Thinking

Computational Thinking with Monsters
With nothing but paper and markers, students will learn the four steps of computational thinking. After a brief introduction, students should be split into groups where they will have to create directions for other students to draw a specific monster (from a catalog of pre-selected monsters). The entire task must be decomposed, then teams will analyze all monsters in the catalog for patterns, abstract similar details from the monsters, then use that information to create an algorithm (directions) for another team to draw a certain monster. Teams will then switch algorithms with another group and draw the monster based on what that algorithm indicates. Is the drawing what the original team intended?

Persistence

Building a Foundation
New and unsolved problems are often pretty hard. If we want to have any chance of making something creative, useful, and clever, then we need to be willing to attack hard problems even if it means failing a few times before we succeed. In this lesson, students will be building a structure with common materials. The structure will be tested on its ability to hold a textbook for more than ten seconds. Most students will not get this right the first time, but it's important they push through and keep trying.

Abstraction

Mad Glibs
Abstraction is one of the most important skills for a computer scientist to understand. It simplifies problems and prevents unnecessary repetition. A good coder uses abstraction just about every time she creates a program. This activity will have your students analyze stories for differences so that they can abstract them away. Those abstracted stories become templates for fun and crazy new ones.

Variables ​

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We've compiled a list of all of our unplugged lessons for you to use in your classroom. Now you can teach the fundamentals of computer science, whether you have computers in your classroom or not! We refer to lessons in which students are not working on a computer as "unplugged."

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Suggestions for both students and teachers!

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Highly recommend for 8th grade

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Teach, learn, and make with the Raspberry Pi Foundation

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We are a charity with the mission to enable young people to realise their full potential through the power of computing and digital technologies.

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Highly recommend for 6-8 especially the new V.2. Makecode could be used with blockly, Java, and Python! Micro:bit is a great way to encourage and practice physical computing.

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A Blocks / JavaScript code editor for the micro:bit powered by Microsoft MakeCode.

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Highly recommend grades 2-4

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Great intro to text based coding for 5th grade

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Highly recommend with Micro:bit, can be used in multiple languages on Makecode or Snap.

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Designed at Carnegie Mellon, the Finch is a robot that inspires and delights students learning computer science by providing them a tangible representation of their code. The Finch responds to light, temperature, and obstacles, among many other capabilities. It also has support for a myriad of programming languages and environments, with coding options for students ...

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Can use on its own or with Scratch. Great intro to physical computing as well as conductive energy.

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With ScratchJr, young children (ages 5-7) can program their own interactive stories and games.

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Programming for kids, made with love. Easy to follow lessons focused on student outcomes so you can teach your students to code.

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Research-backed curriculum from MIT and Princeton

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Great way to encourage PBL through programming and physical computing units!

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micro:bit & the Global Goals

do your :bit brings together the micro:bit and the UN's Global Goals to provide inspiring activities for your classroom or club and an exciting digital challenge for you to run.

Resources for your classrooms and code clubs

Use the resources on this page to introduce the Global Goals, have fun with the micro:bit and develop world-changing ideas and solutions using technology.

The do your :bit challenge is changing

From January 2023 anyone who wants to run do your :bit in their school or club can do so with the support of our online resources. To ensure as many young people as possible can get involved and inspired, do your :bit is no longer run as a global competition by the Micro:bit Educational Foundation.

If you are running a do your :bit challenge for your students, we'd love to hear about it. Email us on info@microbit.org and tell us about your plans, or share your creations on social media using #doyourbitwithmicrobit.

Run your own do your :bit challenge

do your :bit challenge pack

To help you run the challenge, we've put together a pack of materials to help you celebrate your students' success, each step of the way.

Download certificates, posters, bunting, sticker sheets and our logo to run your own do your :bit challenge. The download bundle also includes guidelines for use of the do your :bit logo.

Global Goals guides

The UN's Global Goals or Sustainable Development Goals (SDGs) are a call for action by all countries to promote prosperity for everyone while protecting the planet. Use our guides to introduce the Goals to students and young people.

micro:bit projects

Quick projects in MakeCode to help you explore the Global Goals with the micro:bit!

Lessons

Use our Lessons to run prototyping activities linked to the Global Goals.

Only available in English language.

Inspiration

You can get inspired in your own classroom by exploring the creative solutions designed by previous participants in the do your :bit challenge.

do your :bit is no longer run as a global competition by the Micro:bit Educational Foundation but you can use our resources to run your own local version and ensure as many young people as possible can get involved.

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do your :bit activities for your classroom

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do your :bit brings together the micro:bit and the UN's Global Goals to provide inspiring activities for your classroom or club.

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ThinkFun was founded in 1985 by husband and wife team Bill Ritchie and Andrea Barthello. Bill was a born puzzler, so defining his dream company was no challenge, but the 80's were a tough time for toy companies. Retailers were moving away from games, and the Rubik's Cube, which had broken through in the mass market, was losing popularity.

No stranger to a challenge, Andrea vividly remembers the day she pulled up in their driveway and declared, "We can do this!" In the early years, Bill and Andrea's basement served as assembly line, home office, and distribution center, and our first product, the Hexadecimal Puzzle, was born right out of that basement!

Despite humble beginnings, Bill and Andrea founded ThinkFun, originally called Binary Arts, with a noble mission, "To translate the brilliant ideas of the craziest mathematicians, engineers and inventors into simple toys that can be appreciated by boys and girls around the world." We still believe this today.

Over the years, we have strengthened our commitment to creating products that naturally inspire learning, spark creativity, and build problem solving through play. We continue to push into new frontiers with mobile apps, online games, global education programs, even brain research... all this and we're STILL creating incredibly fun, innovative new games!

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Robot Turtles | The Board Game that Teaches Programming to Kids

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ThinkFun was founded in 1985 by husband and wife team Bill Ritchie and Andrea Barthello. Bill was a born puzzler, so defining his dream company was no challenge, but the 80's were a tough time for toy companies. Retailers were moving away from games, and the Rubik's Cube, which had broken through in the mass market, was losing popularity.

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Cubetto: A toy robot teaching kids code & computer programming

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Meet Cubetto: the friendly wooden robot toy for kids aged 3-6, chosen by 20,000 parents & teachers to guide kids on 21st century skills without screens.

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Code & Go® Robot Mouse Activity Set

JavaScript seems to be disabled in your browser. For the best experience on our site, be sure to turn on Javascript in your browser.

The race is on to build hands-on coding skills! Build your maze, and then use the coding cards to create a step-by-step path for Colby, the Programmable Robot Mouse. Program the sequence of steps, and then watch Colby race to find the cheese! This deluxe set includes 30 double-sided coding cards, 10 double-sided activity cards, cheese wedge, and Activity Guide to provide the perfect hands-on introduction to coding concepts. Create your path with 16 maze grids to create a 20' x 20' maze board, 22 maze walls, and 3 tunnels for endless possibilities. Colby lights-up, makes sounds, and features 2 speeds along with colorful buttons to match coding cards for easy programming and sequencing. Add multiple players with Jack, the Programmable Robot Mouse ( LER 2841), sold separately.

Colby measures 4'L and requires 3 AAA batteries (not included). Winner, ASTRA Best Toys for Kids 2016 - Learning Play Category.

**Age 4+
**Grade PreK+

Recommended by the Good Toy Guide 2017

Product Description

The race is on to build hands-on coding skills! Build your maze, and then use the coding cards to create a step-by-step path for Colby, the Programmable Robot Mouse. Program the sequence of steps, and then watch Colby race to find the cheese! This deluxe set includes 30 double-sided coding cards, 10 double-sided activity cards, cheese wedge, and Activity Guide to provide the perfect hands-on introduction to coding concepts. Create your path with 16 maze grids to create a 20' x 20' maze board, 22 maze walls, and 3 tunnels for endless possibilities. Colby lights-up, makes sounds, and features 2 speeds along with colorful buttons to match coding cards for easy programming and sequencing. Add multiple players with Jack, the Programmable Robot Mouse ( LER 2841), sold separately.

Colby measures 4'L and requires 3 AAA batteries (not included). Winner, ASTRA Best Toys for Kids 2016 - Learning Play Category.

**Age 4+
**Grade PreK+

Awards

Recommended by the Good Toy Guide 2017

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stem coding toys; kids coding; programming for kids; learn to code; learn to program; robot mouse coding activity set; bee bot; code and go; code mouse; mouse coding game; mouse code and go; bee bot

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Code & Go® Robot Mouse Activity Set JavaScript seems to be disabled in your browser. For the best experience on our site, be sure to turn on Javascript in your browser. The race is on to build hands-on coding skills! Build your maze, and then use the coding cards to create a step-by-step path for Colby, the Programmable Robot Mouse.

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At Wonder Workshop, our award-winning Dash robot and our suite of age-appropriate apps encourage hands-on play and learning to make creative problem-solving concrete and tangible. Our vision is to inspire kids of all ages by giving them tools to imagine and invent the future.