Change display time — Currently: Eastern Daylight Time (EDT) (Event time)

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

,

Innovator Talk
Streaming Session
Recorded Session
Save to My Favorites

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

1. The PK-2 CT Challenge & Unplugged Foundation (0–5 minutes)
- Content: We'll quickly establish the core components of Computational Thinking for young learners: Sequencing, Debugging, and Loops.
- Process/Engagement: Start with a 60-second "Human Robot" quick physical activity (e.g., following a simple algorithm like "walk-turn-jump"). This serves as the hook. We'll then pose the central challenge: How do we effectively document and assess PK-2 CT learning without excessive screen time?

2. Bridging the Gap: The CT Storyboard (5–12 minutes)
- Content: Live demonstration of how to use an interactive platform to create a Digital CT Storyboard. This storyboard acts as the "programming language" bridge between the physical activity and abstract concepts.
- Process/Modeling: I will model showing how to use basic interactive features (like buttons and pop-up windows) to document an unplugged activity. The focus will be on leveraging drag-and-drop features to visually sequence the "robot's path" (algorithm design).

3. The Plugged HACK: The Robotics Challenge Map (12–25 minutes)
- Content: Walk participants through the process of creating a Robotics Challenge Map. This map is essentially a single interactive image where educators can embed multiple forms of documentation and assessment.
- Process/Activity: Model how teachers can embed: 1) Video of the physical robot performing the task; 2) A simple Interactive Quiz to check for "Debugging" errors; and 3) Text or Audio Prompts for student reflection on the algorithm. This demonstrates the seamless integration of digital documentation.

4. Integration & Takeaways (25–30 minutes)
- Content: Summarize the efficiency and pedagogical power of the blended approach. Discuss low-cost PK-2 robot options (e.g., Bee-Bot) that pair well with this digital documentation method.
- Takeaway: Share a ready-to-use template that combines the Digital Storyboard and Robotics Map. Finish with a final Q&A session.

More [+]

Outcomes

After this session, participants will be able to:

1. Decompose PK-2 Computational Thinking concepts (Sequencing, Debugging, Loops) into three accessible, no-tech "unplugged" physical games suitable for any classroom.
2. Model how to use interactive features of an interactive platform (drag-and-drop, interactive buttons) to create a Digital CT Storyboard that serves as the "programming language" bridge between the physical robotics activity and abstract CT concepts.
3. Design a cross-curricular Robotics Challenge Map in an interactive platform that allows students to document, debug, and share their physical robot's algorithmic path, fostering digital representation skills.

More [+]

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).

More [+]

Presenters

Photo
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.