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Week 9: Teach the Computer to Follow Instructions

Introduction to Simple Coding Concepts

Up to this point you’ve been using tools on the computer.

Now we begin something exciting:

Teaching the computer what to do.

Computers are very powerful, but they have one important limitation:

They only do exactly what they are told to do.

When people write code, they are really writing instructions for the computer to follow.

The big idea this week:

Computers follow instructions step-by-step.

This is the beginning of coding.


Facilitator Snapshot
  • You do not need to teach every bullet on the page. Use the learning goal and one or two activities for the session you are teaching today.
  • If time is short, teach one guided session well and leave the rest for later. The lessons are designed to stretch across the week.
  • The independent session works best after the learner has already explored the main idea with you once.

Facilitator Preparation​

Before You Begin
  • Time needed: ~30–40 minutes per guided session; ~20 minutes for the independent session.
  • Devices: This week is mostly unplugged — no computer is required for Sessions 1 and 2. A drawing app or browser is helpful for Session 2, Activity 2 but not essential.
  • Accounts: None needed this week.
  • Prepare a simple space on the floor or table for a movement activity.
  • Print or write a few simple instructions on paper (optional).
  • Ensure a browser is available for Session 2 if you plan to use a drawing app.
  • Bookmark a beginner-friendly block coding site (Scratch or Scratch Jr preview page is fine, but full Scratch will be used next week).
  • Set up a visual timer.
Teaching Mindset

This week introduces computational thinking, not programming syntax.

Focus on the idea that computers follow clear, ordered instructions.

Week at a Glance​

Learner Goal​

I can give clear step-by-step instructions and notice when the order matters.

Materials​

  • open floor or table space for movement games
  • paper or cards for writing steps
  • optional drawing app or Scratch preview page

Quick Formative Check​

Give the learner three instruction cards and ask them to put the steps in the order that makes sense.

What Success Looks Like​

  • The learner can write or say a short algorithm another person can follow.
  • The learner can explain how changing the order changes the outcome.

Low-Tech / Offline Option​

This week already works well unplugged: use a human-robot game, paper arrows, or a drawing sequence with no device at all.


Guided Session 1​

Collaboration Moment

In pair work, one person can drive while another navigates. The driver controls the keyboard; the navigator watches the goal, asks questions, and spots patterns. Both roles are real work — swap them often. (More on the Collaboration Skills page.)

Instructions Control Behavior​

Learning Goal​

By the end of this session, the student can:

  • analyze a set of directions and identify where missing steps cause failure
  • design a clear instruction sequence for a simple task
  • justify why computers and robots need precision instead of guessing

Activities​

1. Human Robot Game

Explain that the student will be the robot, and you will give instructions.

Give very simple commands:

  • take one step forward
  • turn left
  • raise your hand
  • sit down

Explain that robots follow instructions exactly.


2. The Peanut Butter Problem (Simplified)

Explain a classic programming idea:

If you tell a robot:

“Make a sandwich”

The robot would not know how.

Instead we must give very specific steps.

Example:

Pick up bread

Open peanut butter

Spread peanut butter

Ask the student:

“What other steps might we need?”

This shows how computers require clear instructions.


3. Build a Simple Instruction List

Ask the student to invent a set of instructions for a robot.

Examples:

  • how to brush your teeth
  • how to draw a circle
  • how to open a book

Write the instructions together.

Explain that coding is basically writing instructions for a computer.


Reflection Questions​

  • “How did you know a set of instructions was missing something important?”
    • Sentence starter: “I noticed something was missing when…”
  • “Why do computers fail differently from people when directions are unclear?”
    • Sentence starter: “Computers are different because…”
  • “What would make your own robot instructions easier to follow?”
    • Sentence starter: “My instructions would be better if…”

Guided Session 2​

Sequences and Cause-and-Effect​

Learning Goal​

By the end of this session, the student can:

  • analyze how changing a sequence changes the final outcome
  • evaluate which order of steps works best for a task and explain why
  • create an ordered algorithm that another person could follow successfully

Activities​

1. Instruction Order Experiment

Write a small sequence like this:

Stand up

Clap

Spin

Ask the student to follow the instructions.

Then rearrange them:

Spin

Stand up

Clap

Observe how the outcome changes.

Explain that the order of instructions is called a sequence.


2. Drawing with Instructions

Open a drawing app.

Give step-by-step instructions such as:

  • draw a circle
  • draw two small dots
  • draw a curved line

Ask the student what the drawing becomes.

Example:

🙂

Explain that these instructions created something.

This is how coding works.


3. Prediction Game

Ask the student:

“If we changed the order of these instructions, what would happen?”

Let them experiment with different sequences.

Encourage curiosity.


Reflection Questions​

  • “How did changing the order of steps change the outcome?”
    • Sentence starter: “When I changed the order, it…”
  • “Which sequence worked best, and how can you justify that choice?”
    • Sentence starter: “The best order was ___ because…”
  • “Where else in life do you see a sequence that must happen in the right order?”
    • Sentence starter: “One place I see this is…”

Independent Session​

Instruction Creator​

Instruction​

Invent a set of instructions for something simple, then test whether they really work.

Choose a task and write or draw the steps in the clearest order you can.

After you finish, review your instructions and ask:

  • Is anything missing?
  • Could someone follow this without guessing?
  • Would changing the order break the task?

Revise the instructions at least once before saving them inside:

My Projects → Experiments


Skills Reinforced​

  • designing and revising clear instruction sequences
  • analyzing how order changes outcomes
  • communicating procedures with precision
  • applying early computational thinking to real tasks

Setup​

  • writing tool or drawing tool available
  • access to My Projects → Experiments
  • visual timer

🔄 Simplify or Extend​

To simplify:

  • Use only the Human Robot Game and keep instructions to 3–4 steps.
  • Let the learner draw their instructions instead of writing them.
  • Skip the drawing app activity and keep the entire session unplugged.

To extend:

  • Ask the learner to write instructions that include a decision point (e.g., "If the door is closed, open it first").
  • Challenge them to test their instructions on a family member and observe where confusion happens.
  • Introduce the idea that programmers sometimes add comments to explain what instructions do.

💾 Save This Week's Artifact​

Save the learner's written or drawn instruction sets from the activities and independent session. Place them in My Projects → Experiments. These are the learner's first "algorithms" — simple step-by-step procedures — and they connect directly to the real coding work starting next week.


Check for Understanding​

By the end of this week, look for signs that the learner can:

  • Write clear, step-by-step instructions that someone else could follow without guessing.
  • Recognize that the order of instructions matters and changing it changes the result.
  • Identify when a set of instructions is missing a step or is ambiguous.
  • Explain in their own words why computers need precise instructions.
  • Revise their own instructions after testing or reviewing them.
  • Approach the task with curiosity rather than frustration when instructions don't work as expected.
  • Follow the Troubleshooting Routine (Stop → Think Back → Try One Thing) when an instruction set doesn't produce the expected result.

Vocabulary This Week

Instruction • Sequence • Algorithm • Predict • Debugging (preview) • Input / Output (review)
See the Glossary for definitions.

Preview of Next Week​

Next week, students build their first real program in Scratch — connecting blocks of instructions to make a sprite move, speak, and react on screen.