Strand 03 · prototype
Unplugged coding runner
This is the classroom activity as software. Children lay arrow cards to program a “robot”, run it across a floor grid, and when it goes wrong they step through the program together to find the bug. Sequencing, repetition and debugging, with no device and no electricity.
Task to test. Solve all four challenges. Notice where a child would get stuck, where they would want a “repeat” card, and whether stepping through to find the bug feels natural.
Concept prototype · the real activity uses printed cards and a chalk grid
Build a program, then press Run.
Arrow cards
Tap to add to the program
Program
Session record
What a teacher would jot in ten seconds
Attempts
0
Solved
0 / 4
Best cards
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What it teaches
- Sequencing. Order of the cards changes the outcome.
- Debugging. A wrong path is a signal, not a failure. Step to the bad card, fix, re-run.
- Abstraction. Challenge 4 is tedious without a repeat. That is where a “loop” card is introduced next.