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Card Sorting Game: Free Printable Game for Year 2

  • ForYear 2
  • StageKey Stage 1
  • CostFree
  • FormatPrintable PDF

Card Sorting Game is a free printable computing game for Year 2 (ages 6 to 7). Children cut out number cards and put them in order by following a set of simple steps, called an algorithm. They count their swaps each time and try to use as few as they can. It takes about 10 minutes and needs only paper and a pencil.

It comes from the Mini Minds Hub, the free library of printables from Jaques of London, the British games and toy company that has been making games for families since 1795. Print both pages. Page 1 is the game for children. Page 2 is for the grown-up and has notes, help ideas, a stretch idea and the answers. Black and white printing works well.

What is on the sheet

Children cut out the number cards and use them to play. The numbers include small one digit numbers and bigger two digit numbers, so there is plenty to compare. Players follow steps to put the cards in order and count how many swaps they make. One child can play alone, or two can race to see who needs fewer swaps. Talking about each choice is part of the game.

  • 14
  • 3
  • 27
  • 9
  • 41
  • 18
  • 6
  • 35
  • 22
  • 50

A worked example with different numbers

Sort the cards 7, 2, 5, 1 from smallest to biggest. How few swaps can you use?

These numbers are not on the sheet. Use the swap rule your sheet gives you. The two methods below follow different rules, so they show why a plan matters.

Method 1: swap two cards that sit next to each other
  1. Start with 7, 2, 5, 1. 7 is bigger than 2, so swap them: 2, 7, 5, 1.
  2. 7 is bigger than 5, so swap: 2, 5, 7, 1. Then 7 is bigger than 1, so swap: 2, 5, 1, 7.
  3. Now swap 5 and 1: 2, 1, 5, 7. Then swap 2 and 1: 1, 2, 5, 7. That took 5 swaps.
Method 2: swap any two cards
  1. Look at 7, 2, 5, 1. The biggest card is first and the smallest card is last.
  2. Swap just those two cards: 1, 2, 5, 7.
  3. Read along the cards to check they are in order. That took 1 swap.
1, 2, 5, 7. Swapping neighbours took 5 swaps. Swapping any two cards took 1 swap for this set.

Ways to build on the game

Make a second set of cards

Cut some paper into small squares. Write your own numbers on them and play again. Try a new set each time so the steps feel fresh.

Write the steps down

After a game, write your plan as short instructions, one step per line. Ask a friend to follow it without seeing your cards.

Change the rule

Try sorting from biggest to smallest instead. Talk about which steps stay the same and which change.

Play the robot

One player is the robot and can only do what the other player says. The robot must not guess. This shows why steps need to be exact.

Why sorting and algorithms matter

An algorithm is a set of clear steps that gets a job done. A recipe is an algorithm. So is a morning routine, or the steps for tying a shoelace. In computing, children learn that the steps must be in the right order and must be exact. If a step is missing or unclear, the job may not turn out as planned.

Sorting is a job computers do all the time. Lists of names, songs and numbers can all be put in order. People can sort too, and different plans can reach the same result with a different number of swaps. This game lets children try a plan, count the cost and then look for a better one. It needs no computer at all.

Quick facts about algorithms

  • An algorithm is a set of steps to do a job.
  • A recipe is a good everyday example of an algorithm.
  • Computers follow steps exactly, so the steps must be clear.
  • Computers can put long lists in order, such as names or numbers.
  • You can learn about algorithms without a computer. This is sometimes called unplugged computing.

Skills and curriculum link

  • Sorting
  • Algorithms
  • Comparing numbers
  • Following steps in order
  • Explaining a plan

This sheet supports the area below. It is matched to the published England framework. Please check it against your own school plan.

Framework Subject or area Strand Year
National Curriculum (England) Computing Algorithms Year 2

What children will be able to do

  • I can follow simple steps in order.
  • I can sort cards using an algorithm.
  • I can explain the steps I used.

Ideas to help your child play

  • Compare two at a timeAsk which of two cards is bigger. Comparing a pair is a small step that makes a big job easier.
  • Say each step aloudSaying "I swap these two because..." helps children notice their own plan and spot gaps.
  • Count as you goKeep a tally of swaps on paper. Counting each one makes it easy to compare games afterwards.
  • Look for a better planAfter a game, ask whether any swap was not needed. Spotting waste is how plans improve.

Key words

  • AlgorithmA set of steps to do a job, followed in order.
  • SortPut things in order, such as from smallest to biggest.
  • SwapChange the places of two cards.
  • CompareLook at two things and decide which is bigger or smaller.
  • OrderThe way things are lined up, one after another.
  • StepOne small action in a plan.

How to use it

  1. Print both pages. Page 1 is for your child. Keep page 2, which has the notes and answers.
  2. Cut out the number cards. Read the rules aloud together so everyone plays the same game.
  3. Play the first round together. Talk about each choice and count the swaps.
  4. Check against page 2. Ask, "What steps did you follow?" The plan matters as much as the result.
  5. Come back another day and play again. Repeating a familiar game builds confidence.

Help, stretch and game ideas

If it feels too hard

Sort only five cards at first. Lay them in a row and compare two at a time. Say each swap out loud before you make it. Once that feels easy, add more cards a few at a time, and keep counting the swaps.

To stretch confident children

Try to find a plan that uses fewer swaps and say it out loud. Then write your plan as short steps. Ask someone else to follow your steps with a shuffled set and see if they reach the same order.

Make it a game

Race a partner. Each player shuffles a set of cards, sorts them and counts their swaps. Who needs fewer swaps? Play a few rounds. Swap sets and see whether the other player's cards were easier or harder to sort.

Talk about it

  • What was your first step, and why did you choose it?
  • How did you decide which cards to swap?
  • What would happen if you missed a step out?
  • Did anyone use fewer swaps? How did they do it?
  • Could someone else follow your plan without seeing your cards?
  • Where else do we follow steps in a set order, at home or at school?

Take it off the page

Sandwich steps

Write the steps for making a sandwich on separate strips of paper. Mix them up and put them back in order. Adults do any cutting or kitchen work.

Line up by size

Line up soft toys or shoes from smallest to biggest. Then try a new rule, such as lightest to heaviest, and see how the steps change.

Human sorting

Give family members numbers on sticky notes. Put them in order by swapping two people at a time. Count the swaps and cheer for fewer.

Who it is for

Parents

Sit beside your child for the first round, then let them lead. Ask them to say each step aloud. Keep rounds short and playful. Two quick games work better than one long one.

Teachers

Use it as a starter, plenary, early finisher task or table activity. It needs no preparation beyond printing and cutting. Page 2 gives support and stretch ideas for mixed ability groups, and the talk prompts help assess reasoning.

Home educators

Print it as part of a wider computing plan. It works for brothers and sisters of different ages, because older children can try to beat their swap count. It pairs well with everyday talk about routines and steps.

Where this fits in computing

Before this game, children learn that instructions must be clear and in the right order. Unplugged Robot Game is a good step down for children who need to practise following and giving simple instructions.

After this game, children can move on to longer sequences and write their own sets of instructions. Sequence Coding Cards is a good next step up. Loops Dance Game also helps children notice repeated steps.

Check it worked

Ask these when the sheet is finished. Listen for the reasoning, not just the answer.

  1. What were the steps you followed?
  2. What happens if you miss a step?
  3. Can you write steps to sort in a different way?

Questions parents and teachers ask

What age is Card Sorting Game for?

It is written for Year 2 (ages 6 to 7), in Key Stage 1. Younger children can play with a grown-up and fewer cards. Older children can use the stretch idea to find plans with fewer swaps.

What will children practise?

They practise following a set of simple steps, called an algorithm, to put things in order. They also compare numbers, count swaps and explain the steps they used, which links to the Algorithms strand of the Year 2 computing curriculum.

How long does it take?

It takes about 10 minutes. Play a quick round, count the swaps and talk about the plan. You can play more rounds if your child wants to, or come back to it another day.

Do I need a computer?

No. It is a screen free game that needs only paper, scissors and a pencil. It works well for quiet time, rainy days and school holidays. A grown-up can do any cutting for younger children.

What if my child finds it hard?

Start with only five cards. Compare two cards at a time and say each swap aloud before making it. Add more cards once that feels easy. Page 2 has more help ideas for the grown-up.

Can teachers use it in class?

Yes. It works as a starter, plenary, early finisher task, homework or table activity. It needs no preparation beyond printing and cutting. The support and stretch ideas on page 2 suit mixed ability groups.

Is it free, and do I need colour printing?

Yes, it is free to print for home and classroom use. No, you do not need colour. It prints well in black and white on plain A4 paper, and you can print it again for brothers, sisters or revision.

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Made by Jaques of London, making games for families since 1795. A printable supports classroom learning and does not replace a teacher.