◷ 20 minutes◎ Ages 6–11✦ Coding & Logic
Quick start

An unplugged coding maze teaches sequencing: write one clear direction at a time, test the route and correct instructions that do not work.

Finished example for Try an unplugged coding maze
Inspiration image: one possible finished result. Your artwork should be your own.
Your creative mission

What you will learn

Algorithms are ordered instructions that can be tested and improved.

Skills: Algorithms, order, testing and debugging

Jump to picture steps ↓

What you’ll need

  • Graph paper
  • Pencil
  • Small toy or drawn character

Get ready: Draw a five-by-five grid clearly and mark two destinations.

Six-frame visual journey for Try an unplugged coding maze, ending in a colourful creative variation
Visual journey: use the numbered guide below for complete instructions. The final inspiration image is one imaginative variation, not a required result.
Follow along

Make it, one picture at a time.

Look at the picture, try that step on your paper, then move to the next. Follow the numbered stages, then choose your own colours and details.

  1. Stage 1 of 5: Draw a grid that is five squares wide and five squares tall.
    STEP 01

    Draw a grid that is five squares wide and five squares tall.

  2. Stage 2 of 5: Mark START in one corner and GOAL in a different corner.
    STEP 02

    Mark START in one corner and GOAL in a different corner.

  3. Stage 3 of 5: Draw two or three blocked squares that the character cannot cross.
    STEP 03

    Draw two or three blocked squares that the character cannot cross.

  4. Stage 4 of 5: Write a sequence of arrow instructions that takes the character from START to GOAL.
    STEP 04

    Write a sequence of arrow instructions that takes the character from START to GOAL.

  5. Stage 5 of 5: Ask someone else to follow your instructions exactly. If the character gets stuck, find the wrong step and fix it.
    STEP 05

    Ask someone else to follow your instructions exactly. If the character gets stuck, find the wrong step and fix it.

Make it your own

A good puzzle permits several routes. Let the child compare a short route with a longer but still correct route.

Talk about it: What is the first instruction you would change to fix a wrong path?

Help a young artist learn

These practical notes are for parents, carers and teachers. Children can follow the picture steps above.

For parents and carers — teach together

Start together

Draw a five-by-five grid clearly and mark two destinations.

During the activity

Pretend to be a robot that must follow exactly the given arrows.

Afterwards

Ask: What is the first instruction you would change to fix a wrong path?

For teachers — classroom adaptation

Learning focus

Algorithms, order, testing and debugging

Demonstrate and guide

Pair learners as programmer and robot; switch roles after a test.

Observe, do not grade the artwork

Ask learners to describe one choice they made and one thing they would try differently.

Make it easier or take it further

Make it easier

Use a three-by-three grid with no obstacles.

Extra challenge

Find the shortest valid path and compare it with another route.

Keep creating

Activities are suggestions, not assessments. Adapt materials and supervise as needed.