Loading preview...

Features

  • Arrow cards for up, down, left and right, one square each
  • Big grids and short codes to start, with the path drawn and the food circled
  • Write the arrows to the food, going around the rocks
  • Find the wrong arrow, cross it out and draw the right one
  • Change one arrow and see where the animal goes now
  • Two animals moving at the same time: where do they meet?
  • A worked example on every page
  • Every page in color and in black and white
  • Answer keys included

Skills Covered

  • Follow step-by-step instructions in order
  • Record a route with arrow symbols
  • Find the shortest way around obstacles
  • Find and fix a mistake in a code
  • Change a code and tell how the result changes
  • Run two codes at the same time, step by step

How to Use This Pack

Five pages of coding with no computer. Each arrow card moves the animal one square up, down, left or right. Page 1 follows short codes of two to four arrows on big grids: draw the path and circle the food the animal gets. Page 2 writes the arrows that take the animal to its food, going around the rocks; each grid has just one shortest way, so the boxes show how many arrows to write. Page 3 has one wrong arrow in each code: cross it out and draw the right arrow under it. Page 4 follows a code, then the same code with one arrow changed (the shaded card), and circles the food each one gets. Page 5 runs two codes at the same time: on every step both animals move one square, and students draw an X where they meet and write the step.

In the Classroom

Make a grid on the floor with tape and let one child be the animal while another holds up arrow cards. The class says each step out loud as the animal moves. Then do page 1 together, touching each arrow and moving a finger one square. On page 5, two children can walk the two codes side by side, one step at a time, to see why crossing the same square at different times is not a meeting.

At Home

Draw a small grid on paper, put a toy on one square and a snack picture on another. Take turns writing arrow codes for each other to follow. When a code goes wrong, ask which arrow made it go wrong and how to fix it.

Tips for Success

  • Each arrow moves one square, never more
  • Touch each arrow card as you move, so no arrow is skipped
  • Turn the page or your body so up and down stay clear
  • To fix a code, follow it until the animal goes the wrong way
  • Two animals meet only when they stand on the same square after the same step

Common Core Standards Alignment

This pack supports the following Common Core State Standards for Mathematics:

  • K.G.A.1 Use shape names for everyday objects, and tell where things are with position words like over, under, next to and behind.

© Copyright 2010. National Governors Association Center for Best Practices and Council of Chief State School Officers. All rights reserved.

Arrow Code on a Grid

K – 2nd Grade

Unplugged coding with arrow cards: an animal moves one square on a grid for each arrow. Students follow codes, write their own, fix a wrong arrow, change a code and run two codes at the same time.

Download PDF
Pin

What’s Included

  • 5 worksheets with answer keys
  • Every worksheet in color and in black and white
  • Follow, write, fix and change arrow codes
  • Two codes running at the same time
Can’t find what you need?

Tell us what to make next, or build your own with a worksheet maker.

Suggest a worksheet

Free to print and share

This worksheet is free to download, print, copy, and hand out in your classroom or at home. You do not need to create an account, and there are no watermarks on the PDF.