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Topic ladders · Simple Programming Concepts (Unplugged) · Family table

Family table: Simple Programming Concepts (Unplugged)

All four rungs side by side. A younger child and an older one can do the same topic together, each at their own level.

To print it, use your browser's Print button; it fits best on a page turned sideways (landscape). The full steps, the help for grown-ups and the notes for teachers are on the topic page.

StepClasses 1–3Classes 4–7Classes 8–10Classes 11–12
ActivitySequencing ActionsLoops and Simple ConditionsVariables and Working AlgorithmsDesigning Modular Solutions
Safety
  • The robot walks slowly in a clear space; the programmer says "stop" before any wall, step or furniture. For the sandwich, act it out with pretend actions or pictures; no knives.
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What you need
  • Paper, pencil, space to move
  • Paper, pencil, grid paper or chalk squares on the floor
  • Paper, pencil
  • Paper, pencil, optional simple coding environment
NoticeInstructions must be in the right order.Sometimes we repeat an action until something happens ("keep walking until you reach the wall"), or choose an action depending on a situation.Programs often need to remember and change values.Larger problems are easier when broken into reusable parts (procedures / functions).
GuessWhat happens if the steps for making a sandwich or walking a path are mixed up?How can you write shorter instructions that still get the same result, even if you do not know how many steps it will take?How can you keep track of a score, a count, or a position using a variable?How can a problem be split into clear sub-tasks?
TryWrite or draw a short sequence of actions for a friend (the "robot") to follow exactly, such as walking to the door: "2 steps forward, turn right, 3 steps forward".Create instructions that use a "repeat until" loop and an if–then decision to move through a grid ("repeat until at the star: if the square ahead is blocked, turn right, else move forward").Design an algorithm (on paper) that uses variables, loops and decisions to solve a small problem (a game score, counting how many marks are above 40, a simple bill total).Design a modular solution on paper (or in code) with clear inputs and outputs for each part.
ObserveDid the robot get there? If not, find the step that went wrong and fix it. This is called debugging.Test the same instructions on two different grids. Do they still work? Improve them.Trace the algorithm with sample values in a trace table: one column per variable, one row per step.Test each part on its own, then the whole solution, including unusual inputs.
ExplainShow the final working sequence.Explain where the loop and the condition are used, and what makes the loop stop.Show how the variable changes and why it is needed.Discuss the advantages of the modular approach and any difficulties encountered.
Ask another questionCan you make the sequence work for a different ending point?What happens if the loop's "until" never comes true? Can you add a second condition?How would you extend the algorithm to handle more cases (an empty list, a negative number)?How would you further improve structure, clarity or efficiency?

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