The Mitten Coding Practice Print (Unplugged) & Digital Activities, Hour of Code

Rated 4.88 out of 5, based on 25 reviews
25 Ratings
Grade Levels
PreK - 2nd
Resource Type
Formats Included
  • Zip
  • Internet Activities
40 pages including answer keys + 13 Boom Cards
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The Teacher-Author has indicated that this resource can be used for device-based learning.

What educators are saying

It's great having a paper option for coding to help introduce students to the concepts. I love the literature tie-in.
Such a great activity for introducing coding to my students. They enjoyed finding paths for the boy and the animal, moving them around the grid, then writing a code for their path.

Products in this Bundle (2)


    Literacy based computer coding! This money-saving bundle includes both interactive digital Boom Cards and printable (unplugged) materials that provide fun ways for young students to practice and learn the basics of computer coding and programming and review the story The Mitten by Jan Brett.

    The engaging activities provide practice in both following code and creating code as well as sequencing skills, problem-solving, logical thinking, cause and effect skills, and computational thinking.

    Perfect for the Hour of Code, STEM / STEAM instruction, computer programming class, or center time.

    Print (Unplugged) Materials

    You receive a printable hands-on mapping activity and a gross motor coding activity as well as coding practice pages with answer keys

    The printable activities can be used as an introduction to coding prior to using the digital Boom Cards or in conjunction with the digital Boom Cards.

    Hands-On Coding Activity

    In this activity, students first design a map or grid of the setting of the book and then act as computer programmers to design basic code in the correct sequence that will command a character from the book to follow the path and move to a select location (end point) on the map/grid.

    Many different designs, end points, and codes can be created making each play different!

    This activity can be done whole group, individually, or with partners.

    You receive:

    • 20 different design pieces (scenery and book characters)
    • 10 different movable book characters from The Mitten
    • Directional arrow coding cards
    • A map / grid of a snow scene
    • Printable code recording page

    Printable Practice Pages with Answer Keys

    You also receive 13 printable practice pages for creating code with answer keys.

    Students create the code for the highlighted path by drawing directional arrows in each coding box across the top.

    The pages coordinate with the events from the book, The Mitten by Jan Brett.

    Gross Motor Coding Activity

    Directions are included for a fun and engaging gross motor activity that not only reviews the sequence of the story (The Mitten) but also helps students practice coding.

    Students act as the animals in the story and follow code to get through the snow (paper grid) and into the mitten (a large blanket).

    Digital Materials

    You also receive a digital Boom Card deck that is self-checking and includes audio directions so young students can work independently. They can be used on your interactive whiteboard, iPads, desktop, tablet, smartphone or with Google classroom.

    Students create the code for the highlighted blue path by dragging and dropping the arrows to the coding boxes above the picture. They then move the book character from the box with the gold star along the path according to the code they created. This helps students learn the importance of creating each step of code in the correct sequence in order to get the the desired response, why sequence matters in a computer program, and the importance of checking code.

    Includes 13 unique cards with audio directions that review the events in the story The Mitten by Jan Brett.

    **Please see the preview files for a playable sample and pictures.**

    What are Boom Cards?

    Boom Cards are interactive, self-checking digital task cards that require NO PREP (no printing, cutting, or laminating required)!

    Save 30% during the #BoomDogDays sale February 2-4!

    They offer an easy way for teachers to assess important skills and a fun way for students to practice these skills.

    They are perfect for whole group instruction on an interactive whiteboard or small group instruction, center activities, individual practice on an iPad, laptop, desktop, tablet, or smartphone.

    New to Boom? To use Boom Cards, you must be connected to the Internet. Boom Cards play on modern browsers (Chrome, Safari, Firefox, and Edge). Apps are available for Android, iPads, iPhones, and Kindle Fires.

    For security and privacy, adults must have a Boom Learning account to use and assign Boom Cards. You will be able to assign the Boom Cards you are buying with "Fast Pins," (play provides instant feedback for self-grading Boom Cards). Fast Play is always a free way for students to engage with Boom Cards decks. For additional assignment options you'll need a premium account. If you are new to Boom Learning, you will be offered a free trial of our premium account. Read here for details:

    If you do not subscribe at the end of your trial, you will be able to continue using Boom Cards with the Fast Play feature. Fast Play does not track individual progress.

    Boom Cards play on modern browsers (released in the last three years) on interactive whiteboards, computers and tablets. Boom Cards apps are also available. Not sure if your browser is modern enough? Try a free Boom Cards deck first.

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    Total Pages
    40 pages including answer keys + 13 Boom Cards
    Answer Key
    Teaching Duration
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