Why just retell a story when you can CODE the story? Use arrows and code blocks to program the characters in the story as students recount the key events. Help the goats safely cross the bridge in this engaging STEM challenge that builds off of the familiar Star Book, Three Billy Goats Gruff
This low-prep unplugged coding activity is perfect for Grades K-2 and gets students thinking like computer programmers without having to use a computer. Just grab a few pencils and glue sticks, print, and go!
Students will use the Three Billy Goats Gruff map to locate the grassy hillside and design a route to get the 3 goats there, avoiding obstacles like trees, rocks, and of course, that pesky troll! Then, students will "code" their directions for the goats by sequencing and gluing the printed arrows and specialty blocks.
*3 versions are included for easy differentiation.*
The overall design of this activity is open-ended so there is more than one correct solution. Not only will students have to find a route to the grassy hillside, they will also have to decide as a team which would be the BEST way to get the goats there.
Pg. 4- Scenario Map
Pg. 5- Easy version for younger students & non-readers
Pg. 6-7- Recording sheets for on-level students with some coding experience
Pg. 8-11- Recording sheets for students ready for an extra challenge
Pg. 12-14 - Lesson Extensions