Programmable Toys and Computing
To develop basic computational thinking through programmable toys.
- Framework: EYFS
- Unit: EYFS Understanding the World
- Learning area: Understanding the World
- Level: EYFS Reception
Objectives
- Programs simple sequences of commands
- Predicts where programmable toy will go
- Debugs when things go wrong
- Uses computing vocabulary
Materials
- Bee-Bots or similar programmable toys
- Floor mats with routes and destinations
- Simple algorithms cards
- Tablets with age-appropriate apps
Instructions
Introduce programmable toys with excitement and wonder. 'This is Bee-Bot. We can tell it where to go by pressing these buttons. Let's see what happens!' Model basic commands.
Teach the basic commands systematically. 'This arrow makes Bee-Bot go forward. This one turns it right. Let's try!' Keep instructions clear and build up slowly.
Set simple challenges. 'Can you make Bee-Bot visit the shop on our mat? Think about which way it needs to go.' Help children plan before pressing buttons.
Introduce the concept of algorithms. 'An algorithm is like a list of instructions. First go forward, then turn, then forward again. Let's write our algorithm!' Make abstract concepts concrete.
Encourage children to debug when things go wrong. 'Bee-Bot went the wrong way! What happened? Let's think about our instructions again.' Celebrate problem-solving, not just success.
Connect to real life. 'Computers follow instructions too. When we tell the computer to do something, it follows the algorithm!' Build understanding of how technology works.