We are surrounded by technology like never before. Video games. Smart phones. Tablets.
These are all forms of communication that impact our lives every single day. And what they
have in common is that they all involve coding!
So, what is coding? Coding literally means the transformation of data into a form
understandable by a computer—basically, telling a computer what you want it to do. Coding
also factors into some everyday tasks that people perform without a second thought: for
instance, programming a microwave to heat yesterday's leftovers, or entering numbers into a
calculator in a specific order. Coding today may not always look like the routine programming
of the past. It can be active, visual, engaging, and most importantly, fun! Educators agree that
an early introduction to basic programming concepts can help children build problem solving
and critical thinking skills. This set provides that very introduction, giving early learners a fun,
real-world application of these essential 21st-century skills.
What can using a programmable robot teach?
• Problem solving
• Self-correcting errors
• Critical thinking
• Analytical thinking
• If-then logic
• Working collaboratively with others
• Discussion and communication skills
• Calculating distance
• Spatial concepts
Pieces included:
• 30 Coding cards
• 1 Robot mouse
Introducing Code & Go: Tips for Beginning Programmers
Start by providing a simple, guided introduction to the mouse: identify the color and function
of each of the mouse's buttons (see Basic Operation). Reinforce that the green button means
go—it tells the mouse to perform an action. Set the mouse on the floor or a table. Let the
child try moving the mouse forward, by pressing the blue arrow once and then the green
button. Point out that the mouse moves forward in the direction its nose is pointing. Let
the child explore the other directional arrows, one at a time. The right and left arrows make
the mouse rotate, in place, 90 degrees in either direction. Remember to press and hold the
yellow button to clear the mouse's memory after each command. Otherwise, the mouse will
remember previous commands and perform them along with new commands. Children need
to see each movement in isolation. Pressing Clear before entering new steps will ensure that
the mouse moves exactly as programmed.
Set up a maze and complete a programming sequence, as follows:
• Snap together the maze pieces to form a 4 x 4 grid.
• Select the first activity card; position the mouse, cheese, and maze walls as shown.
• Help the child count the number of spaces between mouse and cheese.
• Lay out the coding cards. Explain that these cards help map the mouse's path. Work
together with the child to find the correct cards (two forward) and place them side by side.
• Ask the child to program the mouse to reach the cheese. Does the child tap forward
twice?
If the child easily grasps this concept (i.e., programs the mouse to match the coding string),
try adding 1–2 more spaces between mouse and cheese, placing additional maze walls on
the grid, or even integrating a turn for the mouse to make before reaching the cheese. At this
age, multi-step sequences can be very difficult for young learners to remember, although
the coding cards help. Begin with short series of moves, before gradually adding in turns and
building different maze configurations. Most of all, keep it fun!
Basic Operation
POWER
Slide to turn the power ON. Jack is ready to program!
SPEED
Choose between Normal and Hyper. Normal is best for regularuse on the
maze board, while Hyper is best for play on the ground or other surfaces.
For best accuracy and results, always use the mouse on a smooth, hard
surface.
FORWARD
For each FORWARD step, Jack moves forward a set amount (5") (12.5 cm).
REVERSE
For each REVERSE step, Jack moves backward a set amount (5") (12.5 cm).
ROTATE RIGHT For each ROTATE RIGHT step, Jack will rotate to the right 90 degrees.
ROTATE LEFT
For each ROTATE LEFT step, Jack will rotate to the left 90 degrees.