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Divide the class into small groups. Each group will receive a set of “stepping stones,” which can be poly spots, foam stepping stones, or chalk marks arranged in a path. Each stepping stone will have a number written on it. One student from each group will be designated as the Master Coder. This student will secretly choose a code made up of a specific sequence of numbers (e.g., 3-6-9), representing the correct steps across the stones.

The rest of the team will take turns attempting to solve the code by stepping on the numbered stones. After each attempt, the Master Coder will respond with “Yes” if the step is correct or “No” if it is incorrect. Teams must use communication, memory, and strategy to figure out the correct code as quickly as possible. This activity promotes problem-solving, teamwork, and physical movement in a fun and engaging way.

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Three person activity An object will be placed on the floor in front of the group. Each member of the group must work together to find the object. Person #1 is blindfolded (or close their eyes) and…

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Unruly Studios, creators of Unruly Splats, have developed programmable, stompable floor tiles that engage students in active, hands-on learning. These interactive tiles allow students to code their own games like relay races, whack-a-mole, and memory challenges. Then, students play them by stomping on the Splats.

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Kevin had already established himself as a technology-forward educator in his school so he was intrigued when the district technology director emailed him about coding for kids in PE class using Unruly Splats.

Tiller explained, “[The Technology Director] told me that the district had a technology grant that would be perfect for using Splats to incorporate coding for kids in PE. After I had a chance to try Splats, I immediately thought of ways we could incorporate STEM in the gym by using them in the warm up, fitness, and focus section of my class. I applied for the grant to get 30 Splats and it was accepted.”

Kevin Tiller stores his Unruly Splats in big containers to keep them in one place for his STEM in the gym classes
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Integrating STEM and Coding for Kids in Physical Education
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Tiller was especially excited to bring Unruly Splats to the gym to integrate coding for kids in PE.

“It’s unique that a PE teacher be the first in a school to use a new technology that involves STEM in the gym. I was very excited to get the kids coding and playing around with [Splats]. I like that the students have ownership and they are the ones coding them to light up and make noise” Tiller said.

After using them once, the kids were hooked. “When they played one game with the Splats, the next class, they were asking if they could use them again! The kids were really excited about them.”

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The Power of Online Community
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Even before he started using Splats in his classes, Tiller was no stranger to technology. Seven years ago, he started his own website where he shared PE lessons online. He started the website as a way to share resources with PE teachers in his district. Within a week, he got an email from someone across the world saying that they really liked his content and his following started to grow. Now Tiller has 15.4K followers on Twitter and 2.68K subscribers on YouTube.

“I never put anything on my website or social accounts that I don’t think will be beneficial to other PE teachers. The biggest benefit of [the online community] is collaboration - a lot of teachers aren’t able to collaborate with others because they’re the only PE teachers at their school so they only get to interact with other PE teachers at conferences once a year. With Twitter, all you have to do is enter in keywords and everything is right there for you.”

Tiller especially loves how easy it is to get feedback from other teachers online.  For example, he shared a PE activity he created called SOS. It was a partner activity where some students were active while their partners were standing still. Someone online suggested that they have the other students jumping rope while they are waiting for their partner to finish.

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Tiller said, “I love when other people question what I do and get me to think deeper about it to make my lessons better. Once an idea for PE class is out there, everyone adds their own little spin and variation to it which is great.”
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Kevin Tiller's website, PhysEd Review, has tons of ideas on lesson plans and resources for PE

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Show, Don’t Tell

His advice to other teachers looking to integrate coding for kids in PE class:

“Don’t take no for an answer. If you want to bring something into your class, find a way to get it. There’s so many ways -- PTO and PTA programs, DonorsChoose, district funds and grants -- be the squeaky wheel! Don’t just tell them you want it but show them how you could use this in class.  Whether it’s going on Twitter and finding a video to show it in action or a website with a review of a product. Don’t let the roadblocks get in the way because there are people out there who will fund your projects if you’re willing to work for it.”

Tiller says they’re just scratching the surface of what they’re doing with coding for kids and Splats and will be using them even more going into November. Just last week he’s entered into a friendly competition with another PE teacher in Virginia, Eric Turrill, to see who’s students can get the most stomps on Splats in 20 seconds.

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Phys. Ed. Review challenging another school in a Whack-a-Mole competition between students
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It may seem unconventional to teach coding in PE class, but many PE teachers are becoming leaders in integrating STEM in the gym. One of those educators is Kevin Tiller, better known online as PhysEd Review. Tiller is a PE teacher at West Elementary School in Andover, MA and he is always looking for new ways to improve his classes. Sometimes, that involves bringing in a new technology which sometimes that involves combining coding for kids with PE games.

To learn more about Kevin and how he’s integrating STEM in the gym, visit his website or follow him on Twitter.

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Going Virtual This Fall?
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Many educators will be starting off the school year virtually this fall. In fact, according to research by Market In Style, 43% of students use online learning platforms as helping tools while they’re doing their homework. Check out their full research article for more details and fun facts on e-learning.

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Unruly Studios makers of Unruly Splats, programmable, stompable floor tiles that help kids learn fundamental coding skills through recess-style play. Best for elementary and middle school students from PE to science or coding class, a great addition to the classroom for active STEM coding and play!

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Integrate Coding for Kids in PE Class - Unruly Splats

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It may seem unconventional to teach coding in PE class, but many PE teachers are becoming leaders in integrating STEM with physical activity. One of those educators is Kevin Tiller, better known online as PhysEd Review. Read more about how Kevin Tiller is integrating STEM and coding for kids Iinto h…

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Cooperative Games - Crack The Code Overview

One of my favorite things to teach in PE is our cooperative games unit!

Teaching Hack - Having your classes work together vs. against one another will drastically improve your classroom behavior. It doesn't have to be only in a cooperative games unit, but the same teamwork principles can be applied to any game or activity. 👍

Equipment You Will Need

2 Cones

16 Hula-Hoops

Challenge Codes - You can easily make your own or check out mine that I already created

The Game Setup

Start by creating 2 rows of hula-hoops (4 hula-hoops in each row) and this will be level 1

Put one cone in front of the hula-hoops and this will be the starting line. Put the other cone behind the hula-hoops and this will be the finish line, just like the diagram below:

How To Play

-This game is broken down into different levels. Each level will progressively get a little harder

-The entire class will be working together as a team to try and crack as many codes as they can in 10 minutes

- Teaching Tip - If you have a large class, create 2 or 3 playing areas to maximize participation

-As the teacher, you will be standing off to the side looking at the challenge code

-When you yell "go" the first student will run down and jump into a hula-hoop.

-If it doesn't match the code, you will give them a thumbs down, and they will run to the end of the line. The second they get a thumbs down, the next student in line is allowed to go.

-If the next student runs down and jumps into a different hula-hoop that matches the challenge code, you will give them a thumbs up. If a student gets the answer correct, they get to keep jumping. If the student gets it wrong, they will run to the end of the line and the next person will go.

-When a player can make it all the way through the hula-hoops, they will run to the finish cone, and the class can move on to the next level.

-After completing a certain amount of challenges in level 1, students will get to move on to level 2, and eventually level 3. For each of these levels, you will add another row of hula-hoops to the game. Here is an example of what the game set up will look like for level 2 and 3.

Additional Teaching Tips

-If you notice a class where students keep jumping into the wrong hoop even after it has been jumped in, I found it's really beneficial to take a timeout and stop the countdown timer. The one thing we discuss is how we can avoid making the same mistake twice. This usually leads into the importance of the players in line and how they can help the student who is going by yelling out the correct order of the ones that they already know and have figured out!

-I always like to keep track of the top classes on the whiteboard in the gym, that way everyone can see it. This helps motivate the incoming classes and improves classroom behavior, as everyone wants to work together to achieve the top spot. 🏆

Cooperative PE Games - Crack The Code

-You now have the option of watching AD FREE by becoming a patron! Full details ➡️ patreon.com/pewithmrg

Check Out The Virtual Arcade!

I've teamed up with Nick Williamson From Be Well Played, and together we have been on a mission to create fun and engaging physed games and brain break activities!

You can find our entire collection of games inside the virtual arcade, which can be found here ➡️ https://bit.ly/2VqUUmO

Inside the arcade, you can find over 50 Ad Free interactive virtual games/activities that will definitely get your students moving!

We create and add at least 2-3 new games every month!

Stay Connected!

The PE Lounge is free to join and is loaded with awesome games, activities, and teaching tips! 🏀 🏈

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In this cooperative PE game, students will work together as a team to crack as many codes as they can while racing against the clock!

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Your Ultimate Guide for Elementary Unplugged Coding Activities includes 20+ projects that teach real coding concepts while emphasizing computer science mindsets - all with minimal prep and zero tech devices required.

How can you teach coding without computers? The key is to provide hands-on, engaging learning experiences that encourage children to think like a coder. This means projects that foster resilience, critical thinking, logical reasoning, and creative problem solving skills for students- the same skills used by computer scientists every day!

Printable coding worksheets for elementary students

Perfect for when you need a ready-to-go mini-lesson! These unplugged coding activities worksheets were inspired by Kodable. Click here to learn more about Kodable.

Activities ranging from 5 - 30 minutes long and can be completed without any tech device

Sequence Unplugged Coding Activities

Definition: Sequence is an order of events

Activity 1: Code a Friend
Partners | Materials: None

1. One partner is the "coder" and one partner is the "robot".

2. The coder decides on a simple task for their partner "robot" to do; the simpler the task, the better, like "walk across the room."

3. Next, the coder gives their partner "robot" step-by-step instructions, also known as an algorithm, to complete the task. "Robots" need to remember that they can only do exactly what their coder tells them to do.

4. If one of the steps is incorrect or not specific enough, this will result in a bug in their algorithm and it will need to be redone.

5. Switch places when finished.

Coding Connection: Computers need an explicit sequence of instructions to do anything! As a result, there will be bugs and the program won't work correctly if instruction (code) is not clear enough.

Activity 2: Origami Without Instructions
Individual | Materials: Square paper (origami paper preferred)

1. Take a square piece of paper and fold it into the shape of a fish - no cutting, gluing, or looking at references!

2. When done, reflect on the process - How did it go? What was easy? What was difficult? How long did it take?

3. Then, take another piece of paper and fold it into a fish again, but this time, refer to these step-by-step instructions.

4. Reflect again - How do the two fish compare? Which process was easier or faster? Which process would you choose if you had to do it again?

Coding Connection: When creating paper animals, a clear sequence of instructions will help save time and minimize mistakes. This is also true for computer code, because a computer needs step-by-step instructions written in code to perform tasks.
Pairs or Group | Materials: Treasure, paper and pencil

1. One person hides a piece of "treasure" (this could be anything!) in an indoor or outdoor space.

2. Next, the treasure hider writes out instructions explaining how to find the hidden object. The instructions need to be very clear so the finder knows exactly what to do - otherwise, they won't get to the treasure! Example:

3. Take 10 steps STRAIGHT

4. Turn RIGHT and take 5 big hops

5. Turn LEFT and crawl 8 times

6. Dig 2 inches down to find the treasure!

7. Once the instructions are written, the finder follows them exactly.

8. If instructions aren't clear enough, the hider may need to find the bug and fix it so the finder can successfully reach the treasure.

9. Switch places when finished.

Activity 3: Treasure Obstacle Course

Coding Connection: The treasure finder needs very clear instructions for how to find the treasure, just like computers need very clear and concrete algorithms to execute their tasks.

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Conditions Unplugged Coding Activities

Definition: A condition is and exception to a rule. A conditional statement is an "if... then...." statement that changes how code is executed. d
Pairs or Group | Materials: None

"If I jump once, then you jump once!"

1. One partner is the leader and one is the follower.

2. The leader starts by giving simple instructions in the format of an If...Then...statement. For example: "If I touch my nose, then you touch your nose" or "If I jump once, then you jump once" etc. Try out a few actions.

3. To increase difficulty, the leader can specify outcomes that are different than the condition. For example: "If I jump once, then you jump three times" or "If i spin in a circle, then you clap your hands".

4. Once the pair has come up with a few actions, the leader can perform them at random! See if the follower can keep up, without forgetting what action to perform with each direction from the leader.

5. Switch roles when finished.

Activity 1: Follow the Leader
Individual or Pairs | Materials: Paper, drawing supplies

1. Come up with a rule - something that always happens in the same way. For example, "I go to school on Mondays".

2. Then, come up with an exception, also known as a condition, to this rule. For example, "If it is a holiday, then I don't go to school on Monday." Write the conditional statement at the top of a piece of paper.

3. Use the rest of the paper space to illustrate the conditional statement. In this example, you could draw a picture of your favorite holiday.

4. Repeat this process 3 times so you have three conditional art pieces!

5. If working in pairs, one partner can come up with the rules, and the other can come up with the condition and draw the image. Then, switch roles.

Coding Connection: A new condition from the leader can change the action performed by the follower, just like a condition in code can change the path a computer program takes.
Pairs | Materials: None

1. Rock paper scissors is a hand game played between two people. At the same time, each player forms one of three shapes with an outstretched hand. These shapes are "rock" (make a fist), "paper" (flat hand), and "scissors" (make the number 2)

2. The winner is decided using a set of conditional statements:

First, If rock and scissors are played, then rock wins

Then, If scissors and paper are played, then scissors wins

Next, If paper and rock are played, then paper win

Finally, If the same object is played, then the round is a tie

1. Play three rounds. Using the conditional statements listed above, players will determine the winner of each round. TIP: Doing this activity in school? Have your students complete this handout to track the conditions!

2. As an extension, make up brand new actions (instead of rock, paper, and scissors) and decide what conditions result in a win!

Activity 2: If This, Then...Art!

Coding Connection: A condition is an exception to a rule. The way a program runs is based on rules and conditions, just like how real world events can change based on certain conditions too!

Activity 3: Rock, Paper, Scissors
Individual, Pairs, or Groups | Materials: Paper and pencil (optional)

"Spin 2 times, Clap 5 times, Wiggle one time!"

1. The learner decides if they want to create a fun workout routine or a dance routine.

2. Come up with three physical actions to perform. For a workout routine, this could be a jumping jack, pushup, and sit-up. For a dance routine, this could be a spin, clap, and wiggle.

3. Decide how many times each action should be repeated, or "looped". For example, "spin 2 times, clap 5 times, wiggle one time".

4. Perform the routine all together, looping each action the designated number of times. Then, try looping the entire routine at least twice!

5. As an extension, invite a partner to execute the same commands and perform the routine together!

Coding Connection: The outcome of the game is determined by the conditions set before it starts. The same is true in coding, where the outcome of a computer program is determined by the conditions outlined in the code.

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Loops Unplugged Coding Activities

Definition: A loop is a command that repeats a part of code a certain number of times.
Individual | Materials: Paper and pencil, printer (optional)

1. Pick a simple song for which you know the tune and lyrics. For example, "Happy Birthday" or "Twinkle Twinkle Little Star".

2. Look at the printed lyrics or sing the song, and try to find lines that are repeated multiple times. For example, in the "Happy Birthday" song, the line "Happy birthday to you" is repeated 3 times.

3. Next, sing the song again, but this time replace all the repeated lyrics with the word "Function". So the Happy Birthday song would go "Function, Function, Happy birthday dear _____, Function"

4. Count the number of times the word "Function" comes up!

5. For an extension, replace the word "Function" with some brand new lyrics that you invent, and come up with a remixed song!

Activity 1: A Loopy Routine

Coding Connection: A loop can be used to repeat a physical action, just like a loop in coding will repeat a portion of code a certain number of times.
Individual | Materials: Multi-colored beads, string

1. Cut a piece of string so it is just longer than wrist-size. Tie a knot at the end of a string.

2. Decide on a pattern of 3 beads that you want to repeat multiple times in your bracelet. For example, Pink-Blue-Pink. We can call this set of beads a "function".

3. Start stringing beads onto the yarn. After 5 beads, add your first "function". In this example, this means the pattern of Pink-Blue-Pink.

4. Add 5 more beads. Then, add your function again. Repeat this process until the string is full with beads.

5. Tie a knot on the other end and display your finished bracelet!

6. Observe - How many times were you able to repeat the function beads?

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Functions Unplugged Coding Activities

Definition: A function is a defined set of steps that result in a single outcome and can be used more than once.

Activity 1: Lyrical Function Finder
Individual, Pairs, or Groups | Materials: Basket for collecting (optional)

Property = Color. Value = "Yellow"

1. Head outside into nature.

2. First, pick a specific property by which you want to categorize nature objects. Examples include color, shape, texture, smell, etc.

3. Then, choose a value that you will search for. For example, if the property is "color", then the value could be "yellow" or "purple".

4. Collect nature objects based the property and value selected

5. When finished, challenge a partner or family member to guess the property value you identified. Did they guess right?

6. As an extension, try instead to collect a wide range of nature objects. Bring them back to a work space, and categorize them by different properties. For example, first sort by color, then sort by shape, and by texture. How many categories can you identify?

Multi-day projects that integrate numerous coding concepts and mindsets

Coding Connection: Many songs have a hook or chorus that includes the exact same lyrics and repeats in multiple places throughout the song. Similarly, there are certain lines of code that a programmer might want to repeat throughout a program. To do this, they use a function!

Activity 2: Beaded Bracelets

Construct a board game using recycled materials like cardboard, plastic containers, bottles, foil, etc.

Create an accompanying instruction manual. Rules should include step-by-step instructions for how to play (sequence), define what causes things to happen in the game (conditions), and describe the physical game features (properties).

Coding Connection: Each bead represents a line of code. Programmers will often want to use certain lines of code again and again throughout a program, so they store that code in a function. The repeating bead pattern is one easy way to visualize this process!

Think of a storybook character and describe their characteristics (properties).

Write a fiction story about your character with a clear sequence of events from start to finish.

Choose an event in the middle of the story and think about what the ending of the story would be if that event changed.

Create a second ending based on this new condition. The path the story takes will depend on the condition the reader chooses!

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Design a tool that helps solve a real-world problem.

Use recycled materials, nature objects, or craft supplies to physically build the tool.

As you build, identify certain actions that you need to repeat (loop) in order to build it correctly.

Write out or verbally describe the algorithm that someone else could follow to create the same tool (sequence).

Properties Unplugged Coding Activities

Definition: A property is a characteristic of an object.

Activity 1: Nature Scavenger Hunt

Coding Connection: In code, properties can determine the output of a program, or what a user sees. Similarly, an objects' properties in the real world can impact how we see and compare them.

Encourage learners to apply what they've learned with creative culminating unplugged coding activities - Still no tech required! (recommended for 3rd grade and above).

Activity 1: Build a Board Game

Activity 2: Write a Choose-Your-Own-Adventure Story

Activity 3: Invent a Useful Tool

Share your Unplugged Coding Activities

Are you ready to try unplugged coding activities with your class? Don't forget to tag us on social media @kodable so we can see!

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Ready to plug back in for more coding?

Create your free account today to start using Kodable with your class.

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Unplugged Coding Activities | The Ultimate Guide for Elementary | Kodable

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Your Ultimate Guide for Elementary Unplugged Coding Activities includes 20+ projects that teach real coding concepts while emphasizing computer science mindsets - all with minimal prep and zero tech devices required.

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Game of the Week: the Maze Game | Playworks

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How to play the Maze Game to develop strategic thinking and teamwork.