# Pirate Coding Game - Unplugged

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1 MB|10 pages
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1. CODING UNPLUGGED ACTIVITIES BUNDLE Looking to introduce coding to your students? Looking to supplement your current coding program? Do you need coding activities that DON'T RELY ON TECHNOLOGY? This unplugged Coding bundle has it all: Just print and go! Includes 4 different UNPLUGGED CODING ACT
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2. Pirate activities to keep students engaged in unplugged coding and STEM challenges. Students can earn GOLD BULLION or a STAMP in their PIRATE BOOKLET by completing different activities based on different items needed to be a pirate. >PIRATE STEM CHALLENGES ------ 6 STEM CHALLENGE CARDS and a
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Product Description
Unplugged Coding Activity for Pirates - Students will be engaged with this simple introduction to block-style coding. This style of coding is called "unplugged" programming without computers.

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CODING BUNDLE Unplugged

After playing this game students will be able to:
- apply similar coding strategies to age appropriate coding websites or apps
- compile an algorithm
- problem solve errors and correct them
- eventually move onto more advanced languages of coding

Included
Page 1: Pirate Coding Map level 1
Page 2: Pirate Coding Map level 2
Page 3: Pirate Coding Map level 3
Page 4: Pirate Coding Map level 4
Page 5: Pirate Coding Game Rules
Pages 6 & 7: Teacher Guide
Page 8: Algorithm Design Card
Page 9: Example of Algorithm Design
Page 10: Directional Cards to cut out
Page 11: Credits

INSTRUCTIONS:
*Can you get the pirate to the 'X marks the spot' so he can find the treasure?
*The pirate can only move one square per directional card, however when a 'right
turn' or 'left turn' card is used he remains on the spot and turns in the direction
indicated by the card.
*On your blank map use a dry erase/whiteboard marker to plan your path from the
pirate to the 'X marks the spot"
*Take the directional cards and place them on the Algorithm Design.
*One card per square of the map (use the pirate cut out if you need help figuring out
which direction to turn)
*Once you have completed the algorithm give it to your partner
*Your partner should use a dry erase/whiteboard marker to follow the algorithm on
their map. When finished you can compare maps - they should match up.
*If your partner didn't make it to the 'X marks the spot' what went wrong?

Please MODEL and clearly discuss directions for this activity to allow students the greatest chance of success

There is a little bit of prep involved with this resource. Directional cards need to be cut out before use. I like to laminate mine and make a game set for future use.
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Total Pages
10 pages
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