COMPUTING CONCEPTS, MADE VISIBLE
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Home / Ages 5–7

Ages 5–7Early learners

Age-based learning path

Start with patterns, choices, and clear instructions.

At this age, computing can begin away from a screen. Children can arrange picture cards, give a partner directions, or spot a repeating pattern. The goal is to talk about how an instruction changes what happens next.

ExploreTryExplain
Learners exploring computing and problem-solving together

Three playful starts

Make the idea physical before making it digital.

Sort & notice

Group cards by color, shape, or size. Ask what rule was used and whether another rule could work.

Give directions

Guide a partner across a simple floor grid using one move at a time: forward, turn, stop.

Find the pattern

Extend a repeating sequence of sounds, shapes, or colors, then explain what comes next.

Debug together

If the directions go wrong, find the step to change. Treat the mistake as a clue.

A quick activity

Be the robot.

Place a toy or small object on a paper grid. One person gives directions; another follows them exactly. If the object misses the goal, pause and revise one instruction.

  • Use a small grid with a clear start and finish
  • Keep direction words consistent
  • Ask the learner to explain the fix
Next pathway: Ages 8–10
What is the computer science idea?

A sequence is an ordered set of instructions. Debugging means finding and fixing a step that does not produce the intended result.