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Map Robotics: K-2 Computational Thinking, Unplugged to Digital Stories

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Session description

PK-2 is too young for complex coding. This talk provides a pedagogy-first framework to teach Computational Thinking —Sequencing, Debugging, Loops—using unplugged, physical robotics games. Attendees learn to use interactive digital storyboards to map and document these algorithms, seamlessly bridging hands-on play with digital representation skills.

Outline

Part 1: The Hook & The Paradox (0–10 Minutes)
Activity: 60-second "Human Robot" physical challenge to define Algorithmic Thinking.
Content: Defining the Classroom Paradox: why traditional screen-based methods create obstacles for the youngest learners.

Part 2: Step 1 – The Unplugged Lesson Plan (10–25 Minutes)
Content: Prioritizing Pedagogy Before Technology. Modeling the "Living Things" science integration where students act as Risk-takers, not just coders.
Key Concept: Using grid-based math to transform biological observations into sequential algorithms.

Part 3: Step 2 – The Physical Toolkit (25–40 Minutes)
Content: Hands-on demonstration of the Coding Toolkit (Bee-Bots, Arrow Cards, Programming Sheets).
Key Concept: Cultivating a Culture of Error—framing debugging as a collaborative bridge for emotional resilience.

Part 4: Step 3 – The Digital Hack (40–55 Minutes)
Content: Scaling learning through Digital Implementation. Demonstrating how Interactive Storyboards serve as the "programming language" bridge for non-readers.
Activity: Live-modeling drag-and-drop features to create a Robotics Challenge Map.

Part 5: Conclusion & Q&A (55–60 Minutes)
Content: "Small Steps, Big Wins." Shifting focus from "perfect code" to curious exploration. Sharing the Resource Access Toolkit and final evaluation.

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Outcomes

After this session, participants will be able to:

1. Decompose K-2 CT concepts into cross-curricular Unplugged Lesson Plans (Step 1) that prioritize academic targets over tools.

2. Assemble a tactile Coding Toolkit (Step 2) that fosters a "Culture of Error" through physical manipulatives and grid-based math.

3. Design a Digital Hack (Step 3) using interactive storyboards to transform physical play into a permanent, observable portfolio of student logic.

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Supporting research

1. Wing, Jeannette M. (2006). Computational Thinking. Communications of the ACM, 49(3), 33–35. (Foundational paper defining CT as a universal skill, critical for integrating into early education).
2. Bers, Marina U. (2018). Coding and Computational Thinking in the Early Years: The Foundations of Literacy and Math. Routledge. (Supports the developmental appropriateness of introducing CT concepts—like sequencing and algorithms—using tangible tools, such as robotics, in K-2).
3. Papert, Seymour (1980). Mindstorms: Children, Computers, and Powerful Ideas. (Classic work advocating for children as creators, not just consumers, of technology, which underpins the philosophy of using digital tools for documentation).
4. ISTE & Computer Science Teachers Association (CSTA). CT Educator Competencies. (Provides the formal standards structure for the CT concepts—decomposition, debugging, sequencing—addressed in the session's K-2 curriculum).
5. Beebe, Randy L., & Vonderwell, Sallee (2019). The effectiveness of unplugged activities in promoting computational thinking in early childhood education. Journal of Research in Childhood Education, 33(2). (Research supporting the pedagogical choice to start with unplugged activities to build CT concepts without technology barriers).
6. Rose, D., & Meyer, A. (2002). Teaching Every Student in the Digital Age: Universal Design for Learning. (Foundational text justifying the session's methodology to provide multiple means of action and expression—physical play and digital mapping—to accommodate learner variability).
7. Yadav, A., Hong, H., & Stephenson, C. (2016). Computational thinking for all: Pedagogical approaches to embedding CT into K-12 curricula. Journal of Research on Technology in Education, 48(2). (Provides models for integrating CT across subjects and grade levels, supporting the story-mapping approach).
8. Robots for STEM Education. Educational Robotics in Elementary School. (Documentation supporting the use of physical robots as effective, tangible manipulatives that provide immediate feedback for testing algorithms in the early grades).
9. Resnick, Mitchel (2017). Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play. (Supports the session’s focus on play, creation, and narrative as the best way for young children to engage with complex concepts like coding).

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Presenters

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CSM & Community Builder
Genially
ISTE Certified Educator

Session specifications

Topic:

Computer Science and Computational Thinking

Grade level:

PK-2

Audience:

Teacher Development, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Subject area:

Computer Science, Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Coaches: Learning Designer
For Educators: Designer
For Students: Computational Thinker

Transformational Learning Principles:

Elevate Reflection, Prioritize Authentic Experiences

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session

Influencer Disclosure:

This session includes a presenter that indicated a “material connection” to a brand that includes a personal, family or employment relationship, or a financial relationship. See individual speaker menu for disclosure information.