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Coding Unplugged with Playing Cards

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19 views4 pages

Coding Unplugged with Playing Cards

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

CODING WITH CARDS – a “coding unplugged” activity

Computers play an important part in helping us learn, play, work, and communicate. They allow us to complete
tasks more quickly and with fewer mistakes. We use them in many areas of our lives to make our lives a little
easier. Computers are also necessary for most jobs in practically all fields of employment. But what are they,
exactly?

Computers are machines used for working with information, also called data. Data can be numbers, words,
pictures, movies, or sounds, and computers can process huge amounts of data very quickly. These amazing
machines perform many different jobs, from word processing for writing school papers to the very complex
calculations and manipulations done to keep complex projects like the International Space Station running.

Because computers are just machines that can’t think for themselves, we have to tell them what to do, how to
do it in exactly the right order, and when to do it. To do so, we must understand how to communicate with
computers to give them the directions and instructions they need in a way that the machines can understand.

We can communicate with computers in a language called code. That’s what programmers (the people who
write code) create and use to tell computers what to do. Coding is also called programming. It’s a set of
instructions written in a language the machine understands.

A list of detailed, step-by-step instructions used to complete a task is called an algorithm. A recipe for baking
a cake or a description of how to tie your shoes are both algorithms. Both examples will give you specific
instructions in the order in which they need to be followed so that you can complete the task correctly. An
algorithm that can be run by a machine is called a program. Programs are used to create computer graphics,
documents, music, and much more.

In order to understand how an algorithm works, we can practice giving instructions with a few simple supplies.
A stack of index cards or a deck of playing cards comes in handy when trying to understand the basic step-by-
step nature of algorithms and how coding instructions work. This type of hands-on learning activity is called
coding unplugged or unplugged coding. “Unplugged” activities don’t use a computer but do use supplies
such as crayons, markers, paper, cards, and other manipulatives (objects you can touch and move around) for
hands-on learning. They can help us understand complex and abstract concepts like you might want to study
later in computer science and math classes.

Let’s get started!


ACTIVITY: Code with playing cards

Materials

• Index cards, playing cards, stickie notes, or something similar (at least 36)
• Floor-safe tape (like painter’s tape, freezer tape, or white-out/cover-up tape)
• A few small toys that will fit on top of a playing card
• One special toy to use as a marker for your “robot”
• A partner

1. Select one person to be the programmer and the other person to be the robot. The programmer gives
directions and instructions. The robot follows the programmer’s instructions.
2. The robot selects a toy to use as a marker to represent the robot’s location. The marker will move across
the grid as the programmer gives instructions.
3. The programmer lays the cards out in a square grid. If you’re using playing cards, place the cards face
down. The size of the grid will depend on how many cards you have and how much space is available
for your grid. We used 36 playing cards to create a grid of 6 rows and 6 columns.
4. Tape the cards down to secure them to the floor or table top if you need to so that they don’t move as
the robot travels across them.
5. The programmer places toys on a few of the cards, with one toy on top of each card selected, and then
marks the start and finish lines just outside of the grid with tape. The programmer is creating a maze,
using toys as obstacles (things to block the path of the robot). We used an assortment of toys, rocks,
and wrapped candy for our obstacles. Don’t cover all of the cards with obstacles. Leave room for the
robot to move through the maze from the start to the finish line.
6. The robot places the robot marker at the start line.

Maze with obstacles, start, and finish line Robot marker at the start line

7. The programmer gives instructions, one at a time, to direct the robot across the grid and to the finish
line. (Example: “Move forward 2 cards”; “Move back 1 card”; “Move right 4 cards”, etc.)
8. The robot uses its listening skills to follow each instruction and moves the robot marker in the correct
direction the correct number of cards to the correct landing spot.
9. Once the robot marker reaches the finish line, give a big cheer and congratulate each other on creating
a program that ran successfully!

Take turns and swap roles for the next round!

For more of a challenge, the programmer can give the entire code for moving through the maze in advance.
The programmer and/or the robot can write down a longer code on paper (with pictures or with words). If
there is a mistake in the code, there’s a chance to debug (fix) the code for the next round.

ADDITIONAL RESOURCES

Books from the Washoe County Library System

Ada's Ideas : The Story of Ada Lovelace, The World's First Computer Programmer by Fiona Robinson

Ara The Star Engineer by Komal Singh

Awesome Space Robots by Michael O'Hearn

Coding, Bugs, and Fixes by Heather Lyons and Elizabeth Tweedale


Hello, Robots by Bob Staake

How Robots Work by Jenny Moss

How to Code a Rollercoaster by Josh Funk


Robots by Dr. Nathan Lepora

So, You Want to be a Coder?: The Ultimate Guide to a Career in Programming, Video Game Creation, Robotics,
and More! by Jane Bedell
Videos:

National Geographic Kids, “Fun Facts About Robots! Nat Geo Kids Robots Playlist”
[Link]

RUMPUS!, “BBC Learning - What Is An Algorithm” [Link]

SciShow Kids, “How Do Computers Work?” [Link]

Websites:

BBC Bitesize, Computer science [Link]

TedEd, Think Like a Coder (10-episode series) [Link]


coder-with-our-new-series/

University of Canterbury, UC Computer Science Education, CS Unplugged @home


[Link]

Common questions

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The 'Coding with Cards' activity introduces participants to key computational concepts such as algorithms, debugging, and logical reasoning in a simplified format. By demystifying these principles through physical engagement, participants build a strong conceptual foundation. This foundational knowledge is critical as they progress to more advanced computer science topics such as data structures, algorithms, and programming languages, which require an understanding of the logical and structured problem-solving approaches honed during the activity .

The 'Coding with Cards' activity caters to different learning stages by offering an entry-level cognitive engagement with computational principles through tangible, physical activities that precede formal coding. It allows learners to grasp fundamental programming concepts such as logical sequencing and problem-solving in a simplified manner. As learners progress, more complex elements like debugging or creating advance-level algorithms can be introduced, thus scaffolding their learning in computational education .

The 'Coding with Cards' activity simulates real-world programming by engaging participants in tasks that mirror the essential process of programming: giving detailed, ordered instructions to achieve a desired outcome. The activity illustrates key programming concepts such as algorithms, by requiring the programmer to create a step-by-step guide for the robot (simulation of a program) to navigate a maze. It also highlights the concept of debugging, as errors in instructions require correction and re-testing .

Challenges in a group setting might include varying skill levels among participants, communication breakdowns, or physical logistics of setting up the activity space. These can be overcome by assigning roles based on individual strengths, fostering a collaborative environment where participants are encouraged to communicate openly, and ensuring adequate space and materials for the activity. Structured guidance from an instructor can also facilitate smoother group dynamics .

Debugging plays a critical role in the 'Coding with Cards' activity by allowing participants to identify and correct errors in the sequence of instructions they have provided. This process is important because it emphasizes the iterative nature of programming—testing, error detection, and correction—ultimately leading to a successful program, and aligns with real-world coding practices where debugging is crucial for developing functional software .

Switching roles between the programmer and the robot offers participants a more comprehensive understanding of both ends of coding: constructing the logic and executing instructions. This role reversal enhances problem-solving skills, empathy for different perspectives, and improves communication skills, as each participant must articulate and understand instructions clearly—key aspects of collaborative programming environments .

Both coding a computer and creating a recipe require a clear, detailed sequence of steps to achieve a particular outcome. In the 'Coding with Cards' activity, participants develop an algorithm, similar to a recipe, specifying exact instructions for completing a task. This comparison helps illustrate how a program must be structured with precise, logical order, much like preparing a dish by carefully following a recipe .

'Unplugged' activities are effective in teaching computational thinking and coding concepts because they use tangible manipulatives to simplify abstract ideas, like algorithms and programming, making them more accessible. By translating coding into physical actions, they help learners understand the logic and structure of coding without needing a computer, thus anchoring abstract ideas in real-world experiences .

Coding challenges both with and without computers reinforce core computational thinking principles by providing diverse approaches to understanding concepts. Unplugged activities like 'Coding with Cards' cultivate foundational skills in logic, sequencing, and problem-solving without the need for technical skills, while computer-based coding allows for the application and testing of these principles in a digital environment. This dual approach strengthens the learner’s flexibility and adaptability in problem-solving .

Toys and obstacles in the 'Coding with Cards' activity serve as visual and physical representations of challenges that a program or 'robot' must navigate, mirroring real-world coding challenges. They enhance the learning experience by adding an element of creativity and problem-solving, as participants must strategically plan their algorithms to successfully navigate the maze while anticipating and overcoming these obstacles. This hands-on manipulation aids in understanding complex abstract concepts through experiential learning .

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