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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

  1. Build the route on the grid: choose the starting square, the character's direction and the goal.
  2. Choose the command set: the basic set has forward and turns, the wider sets also include a repeat loop.
  3. Set the default number of repeats if you use the loop.
  4. 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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