top of page

Computational Thinking Lessons with Manipulatives

This page provides simple introductory computational thinking (CT) lessons for elementary students. These unplugged lessons use typical classroom manipulatives for a tactile, concrete exploratory experience. 

pattern blocks.png

Partners turn their backs to each other. One partner uses the pattern block to create something. Then without looking partner 2 attempts to recreate the design by strictly following the directions of partner 1.  Swith roles. Generally, this results in an inaccurate representation which demonstrates the important a precise langague. 

Pattern Blocks

Grades: 3-5
Main Skill: Algorithm

venn hint.png

In this lesson, students will practice computational thinking by playing a game. The game uses physical rings to form a Venn diagram.  Then, foam objects with different colors, 2D shapes, and sizes are placed in the rings.  One student brainstorms two secret rules for the Venn diagram, and the other tries to guess the rules.  
This is an approach that uses concept attainment. Concept attainment is an instructional strategy where students, through examining examples and non-examples, identify the defining characteristics of a concept, fostering inductive reasoning and deep learning.

Venn Diagram

Grades: 3-5
Main Skill: Abstraction

cubes image.png

In this activity, students create a model using snap blocks one block high and create a code so someone else can build their model. The lesson comes from the Digital Technology Hub (Australia). This lesson was kindly provided by Jackie Tither, a teacher in Tasmania who implemented the lesson with her year 2 class.

Snap Cubes

Grades: PreK-2
Main Skill: Pattern Recognition

clay image.jpg

Children will make playdough creations and engage in problem decomposition as they make creations. Children will identify all the SMALLER tasks they can tackle to make their BIG creation. Children will share their thoughts about breaking down the parts to make the BIG task easier. As children engage in this activity they will have opportunities to identify and replicate shapes, count objects, compare lengths, and explore cardinality.

Play Doh

Grades: PreK-2
Main Skill: Decomposition

sprite image.png

This lesson introduces students to computational thinking strategies, including pattern recognition and algorithmic efficiency, through a yes/no questioning game involving sprites (comic strip-like characters used in a programming language).

Guess My Sprite

Grades: 2-4
Main Skill: Pattern Recognition

concept animals image.png

In this lesson, students practice the computational skill of abstraction.  They make a collection of animals that have something in common (e.g., they are insects), and their partner attempts to name the commonality.  When students generalize from examples to an idea, they are abstracting.

Classify This

Grades: 1-2
Main Skill: Abstraction

geoboard.jpg

In this lesson, students use geoobards to represent symmetrical objects.  They practice decomposition by separating their object into parts to depict it on their geoboard.

Geoboard

Grades: K+
Main Skill: Decomposition

wooden man image.png

Dancing with Algorithms is a 50-minute lesson for 2nd-grade students to develop computational thinking skills through choreography. Students learn about algorithms, sequencing, and debugging by creating and following step-by-step dance routines using a wooden stick figure. Working in pairs, one student acts as the "programmer" to design a sequence, while the other follows the instructions as the "computer." The lesson concludes with reflection and an exit ticket, reinforcing connections between algorithmic thinking and daily routines.

Wooden Man

Grades: 2+
Main Skill: Algorithm

bottom of page