Coding for kids online
In the programming activity the pupil steers a character across a grid by giving it a sequence of commands. It practises computational thinking: putting events in order, planning and anticipating cause and effect — skills that carry into all problem solving, not just code.
The pupil plans the route, tests it and fixes the mistakes themselves, which makes getting it wrong a natural part of learning. The difficulty can be graded from single moves to longer command sequences and the repeat loop.
How to create this exercise
- Build the route on the grid: choose the starting square, the character's direction and the goal.
- Choose the command set: the basic set has forward and turns, the wider sets also include a repeat loop.
- Set the default number of repeats if you use the loop.
- Write the instruction and pick an image for the character.
Tip: Start with the basic commands. Add the loop only once the pupil notices they are repeating the same command over and over — then the loop answers a need instead of being a rule to memorise.
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