Blog / Screen-free

Screen-free coding: teach algorithms, loops and debugging tonight

Three games that teach the core ideas of coding with paper, tape and a grown-up robot, plus the words to explain each idea.
Guide / GoP Toys / October 3, 2026 / 7 min read

What coding really is (no screen required)

Your child already follows algorithms. Getting dressed, singing a song and telling a story are all sequences: steps that work only in a certain order1. Coding is the same idea pointed at a machine: commands, one at a time, in an order that gets the job done.

Ann Gadzikowski, who built pre-K coding courses at Northwestern University's Center for Talent Development, puts it plainly1:

A sequence of code is an algorithm.1

The thinking behind it, computational thinking, does not mean thinking like a computer. It means breaking a big problem into smaller pieces, and people can learn it without a computer1. Paper, a pencil and a willing grown-up are enough.

Algorithm

A set of step-by-step instructions for doing a task1.

Say it: “What are the steps for brushing your teeth, in order?”
Sequence

The order things happen in, one after another1.

Say it: “What happens if we put the socks on after the shoes?”
Loop

A part of the code that repeats the same steps1.

Say it: “Is there a part we keep saying again and again?”
Bug

A mistake in the code. Debugging is the careful way of finding and fixing it1.

Say it: “Where did the robot stop doing what we wanted?”

Game 1: Program the parent robot

Your child is the programmer. You are the robot. In Gadzikowski's robot Simon Says, the adult uses the word "command" every time1. Then flip it: your child writes the code and you follow it exactly.

Her arrow map is a strip of just 8 squares. The first time, fill only 2 or 3 of them, and read left to right1. Children often like writing arrows for the adult more than following them, and she describes the child getting the satisfaction of1:

having the power to tell an adult what to do.1
Activity

Program the parent robot

Ages 5-1015 minLevel
You need
  • A strip of paper folded into 8 squares
  • A marker or crayon
  • A stuffed animal to be the goal
  • A clear stretch of floor
Do it
  1. Agree on 3 symbols: a straight arrow is one step forward, a curved arrow is a quarter turn, a star means "pick it up".
  2. Set the stuffed animal 3 steps away. Your child draws the code, starting in the top left square.
  3. Your child points to each square and reads it. You do exactly that command, nothing more.
  4. Robot rule: if the code is wrong, the robot still follows it.
  5. Move the goal so it needs a turn. Then swap roles.
What it builds: A program runs in order, one command at a time, and a robot only does what the code says.Adapted from Gadzikowski, Robotics for Young Children, activities 1.13, 3.20 and 3.211

Game 2: The arrow-card maze

Now make a grid. Gadzikowski draws a big chalk checkerboard outdoors, each square big enough to stand in1. Painter's tape on the floor works indoors. One player lays arrow cards in a row; the other steps square by square following them1.

Set up the maze in 5 steps
  1. 01
    Make the grid.

    A 4 by 4 grid is plenty.

  2. 02
    Make the cards.

    Index cards with one big arrow each. Gadzikowski's rule for arrow cards: one arrow per card, the bigger the better1.

  3. 03
    Place a start and a treasure.

    Start in a corner. Put a sock at the treasure square and a pillow as a wall.

  4. 04
    Write the code first.

    The programmer lays out every card before the robot moves. No changing cards mid-walk.

  5. 05
    Run it.

    The robot reads one card, does one move, and says "next". Did the robot reach the treasure?

Table 1. A sample maze code read one card at a time. The robot starts in the bottom corner facing up the grid.
Card Command Where the robot ends up
1 Forward One square up
2 Forward Two squares up
3 Turn (this way) Same square, now facing the side
4 Forward One square over
5 Forward On the treasure

Loops: say it once, do it many times

Soon a maze needs "forward, forward, forward, forward" and your child tires of drawing arrows. That is when a loop makes sense. A loop is a structure that repeats a sequence of instructions, and a "repeat" command is an example of looping1.

Programmers go further with functions: a stored set of steps called by one name1. On one floor robot Gadzikowski describes, a fourteen-command route fits in five blocks this way. Programmers call code like that "elegant"1.

8squares in the book's arrow-map strip. Start by filling 2 or 31
14commands in one robot route that fit in just 5 blocks using a function1
1st-2ndgrade by which most kids tell right from left consistently1
Without a loop
  • Forward
  • Forward
  • Forward
  • Forward
  • Turn
  • Forward
  • Forward
  • Forward
  • Forward
With a loop
  • Repeat 4 times: Forward
  • Turn
  • Repeat 4 times: Forward
Table 2. The same route written two ways. The "repeat" card is our home version of the repeat command [1].

At home, write a number on a "repeat" card. Set it before an arrow and the robot does that move that many times.

A dance loop
1CLAP2STOMP3SPIN4COUNT ONE MORE
Figure 1. A loop runs the same steps again until the count is done. Try "repeat 3 times".

Gadzikowski's shape code is another screen-free program: a triangle means clap, a circle means blow a kiss, read left to right. A red shape can mean fast and a blue one slow1.

Debugging: find the bug, change one thing

Debugging is a systematic way of solving a problem or correcting an error1. Researchers Douglas Clark and Pratim Sengupta describe a bug as the gap between what a model was meant to do and what it actually did, and contrast debugging with random trial and error2. They wrote about 4th and 5th grade science models, so the home version below is our adaptation.

Tell your child what Gadzikowski tells her students: programmers and engineers make mistakes all the time and keep improving their code1.

Activity

Spot the bug

Ages 6-1010 minLevel
You need
  • The arrow cards and grid from Game 2
  • A small toy to be the robot
Do it
  1. Lay out a code that almost works. Swap one card so the robot ends one square short or bumps a wall.
  2. Ask: "Where should the robot end up?" Run it. Ask: "What happened?"
  3. Walk the toy through the code one card at a time, with a finger on each card.
  4. Stop at the first card where the robot goes the wrong way. That card is the bug.
  5. Change only that card and run it again.
What it builds: Bugs are found by comparing the plan with what happened and fixing one thing at a time, not by shuffling cards at random.Adapted from Clark & Sengupta2 and Gadzikowski, Robotics for Young Children1

Myths and what to expect by age

Myth

Kids need a screen or an app to learn coding.

Fact

Computational thinking can be learned without a computer1.

Myth

You have to know how to code to teach it.

Fact

Gadzikowski writes that teaching robotics to young children takes a disposition, not a credential: readiness to solve problems together1.

Myth

A buggy program means your child is bad at this.

Fact

Programmers and engineers continually make mistakes and improve their code1.

5-7Builder

Can: Follow and write codes of 2 or 3 arrows, act out shape codes read left to right, and say "this way" instead of right and left1.

Try: Program the parent robot with a short strip, then let them be the robot.

8-10Engineer

Can: Write longer maze codes, spot a bug by stepping through cards, and use repeat cards.

Try: Add an if card: "If the pillow is in the way, then turn". Conditions use if and then1.

Gadzikowski wrote mainly for preschool and kindergarten, so the 8-10 ideas are our extensions of her activities.

Your coding kit from around the house
  • Paper strip folded into 8 squares
  • Index cards for arrows and repeat cards
  • Painter's tape or sidewalk chalk
  • A sock or stuffed animal as treasure
  • A grown-up willing to be the robot

If you want a kit for this

Tape and index cards are all you need. If you would rather build mazes on the table, our Magnetic Travel Tiles can be laid out as a grid, and the cars can be the robot that follows your child's arrow code.

Build it with / Ages 5-7Magnetic Travel Tiles with CarsFlat shapes that stand up into roads and garages.$41.99

GoP Toys sells the kit mentioned above. None of the sources cited tested our products.

Sources

Club

A reason to sit down together, for every month.

A sealed box started at the kit that fits your child's age. Monthly at $39, or $29 a box on the 12-month plan.