Coding Education for Young Minds: Engage, Educate, Empower

Free Coding Lesson Plan for Grade 1: Sequencing

Teach sequencing with a simple classroom robot game. This free coding lesson plan introduces Grade 1 children to giving instructions in the right order, without needing a computer. It can also be used as a recap activity in Grade 2.

Time: 30 minutes. Materials: a board, paper, pencils and one small counter per pair. Preparation: draw a row of five boxes on the board. Put START in the first box and a star in the last.

What children will learn

By the end of the lesson, children should be able to put a short set of instructions in order, follow each instruction one at a time and change a sequence when it does not produce the intended result.

Introduce two words: a sequence is an order of steps. Debugging means finding and fixing a mistake in instructions. Use the everyday words first, then connect them to the coding vocabulary.

1. Start with an everyday sequence — 5 minutes

Ask: “What do you do when you arrive in class?” Invite three steps, such as enter the classroom, put your bag down and sit in your chair. Write or draw the steps. Change their order and ask whether the new order makes sense. Explain that computers also need instructions that are clear and ordered.

2. Meet the classroom robot — 5 minutes

Place a counter in the START box. Tell the class that this counter is your robot. For today’s activity, it understands one command: MOVE RIGHT ONE BOX. It cannot jump to the star or guess an instruction that is missing.

Write the command four times. Point to each command as you move the counter. Ask children to count the moves and explain why five boxes need only four moves from the first box to the last.

3. Work in pairs — 10 minutes

Each pair draws five boxes and a star in the fifth box. One child is the programmer and writes or draws a sequence of four right arrows. The other is the robot and moves the counter one box for each arrow. Start in the first box each time. Swap roles and repeat.

Now put the star in the fourth box. Ask the pairs to change their sequence before moving the counter. Check that they use three commands. Encourage children to point to each instruction as they follow it.

4. Find the bug — 5 minutes

Return the star to the fifth box. Show a sequence containing only three right arrows. Run it together from START. Ask: “Where did the robot stop? What needs to change?” Add one right arrow and test again. Explain that checking the result helped you find and fix the bug.

5. Check understanding — 5 minutes

Draw four boxes, with START in the first and a star in the fourth. Ask each child to draw the instructions needed to reach the star. Then ask: “What would happen if we followed only two instructions?”

Teacher answer: three right arrows reach the star. Two right arrows stop in the third box, one box before the star. Look for children who count boxes instead of moves and model the first move again.

Support and challenge

Support: begin with three boxes and two moves. Let children point, speak or arrange arrow cards instead of writing. Keep all movement on the desk so the activity works for children with different mobility needs.

Challenge: draw a second row beneath the first. Introduce MOVE DOWN ONE BOX and choose a destination that needs both right and down commands. Ask pupils to plan before testing, staying inside the grid.

Continue teaching coding

This standalone activity is a starting point for sequencing. Explore the Grade 1–6 coding curriculum for the wider learning path, or see our school coding programme.

Browse more free coding lesson plans and teacher resources, or request a curriculum sample from Byte Builders Academy.