Mini Minds Hub · Free printable

Sequence Coding Cards: Free Printable Card Set for Year 3

  • ForYear 3
  • StageKey Stage 2
  • CostFree
  • FormatPrintable PDF

Sequence Coding Cards is a free printable card set for Year 3 (ages 7 to 8). Children build a set of steps for a robot, using cards such as forward, turn left, jump and clap. One player builds the sequence and the other acts as the robot. It takes about 20 minutes and needs no screen.

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 activity for children. Page 2 is for the grown-up, with notes on how to use the sheet, help for children who find it hard and a stretch idea. Black and white printing works well.

What is on the sheet

Children cut out the cards and use them to build instructions for a robot. The cards include Forward 1, Forward 2, Forward 3, Turn left, Turn right, Jump, Clap, Spin round and Stop. Two players mark a start and a finish on the floor. One player lays out a sequence of cards. The other acts as the robot and follows each card in order, exactly as it is written.

  • Forward 1
  • Forward 2
  • Forward 3
  • Turn left
  • Turn right
  • Jump
  • Clap
  • Spin round
  • Stop

How to build a good sequence

Look at the route first

Stand at the start and look at the finish. Talk about the way the robot needs to travel before you pick any cards.

Add one card at a time

Lay the cards out in a row, left to right. Read each one aloud as you place it, so the order is clear to both players.

Test it with the robot

The robot player follows the cards exactly, with no guessing. A robot cannot fill in a missing step, so every move must be on a card.

Find and fix the bug

If the robot does not end up where you wanted, look along the row together. Find the card that is wrong or out of place, then change it and test again.

Why teach sequences without a screen?

A sequence is a set of instructions that happen one after another. Every program starts from this idea. A computer does not guess what you meant. It follows the instructions exactly as they are given. That is why the order of the steps matters so much, and why clear, precise instructions are a key part of computing in Key Stage 2.

Acting out a sequence with your own body makes the idea real. Children can see and feel what each instruction does. When the robot goes the wrong way, the mistake is easy to spot, and it is easy to talk about. Fixing a sequence with paper cards builds the habit of testing, finding a bug and trying again, before children move on to programming on a screen.

Clear the floor of toys, bags and shoes before you play. The cards ask for jumping and spinning, so give the robot plenty of space and play on a flat, non slip surface.

Quick facts about algorithms

  • An algorithm is a set of steps that tells someone or something how to do a job.
  • A computer follows instructions exactly. It cannot guess what you meant to say.
  • A mistake in a set of instructions is called a bug.
  • Finding and fixing bugs is called debugging, and every programmer does it.
  • Everyday jobs such as making toast or brushing teeth can be written as a set of steps.

Skills and curriculum link

  • Sequencing
  • Logic
  • Debugging
  • Giving clear instructions
  • Reasoning aloud

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 3

What children will be able to do

  • I can put instructions in the right order.
  • I can spot a step that is out of place.
  • I can fix my sequence so it gives the right result.

Ideas for the grown-up helper

  • Be a precise robotWhen you play the robot, follow the cards exactly. If a step is missing, stop and wait. This shows children why every move needs a card.
  • Ask, do not tellIf the robot goes wrong, ask, "Where do you think the bug is?" Let your child look along the cards and find it themselves.
  • Agree the size of a stepBefore you start, decide together how far Forward 1 takes the robot. Keep it the same for the whole game.
  • Praise fixing, not only getting it rightA bug is a normal part of coding. Celebrate when your child spots a mistake and mends it.

Key words

  • SequenceA set of steps in a particular order.
  • InstructionOne clear step that tells the robot what to do.
  • AlgorithmA set of steps for doing a job.
  • BugA mistake in a set of instructions.
  • DebugFind a bug and fix it.
  • RepeatDo the same steps again.

How to use it

  1. Print both pages. Page 1 is for your child. Keep page 2, which has the notes for the grown-up.
  2. Cut out the cards. Mark a start and a finish on the floor with paper, tape or shoes. The activity is for 2 players and takes about 20 minutes.
  3. Work through the first go together. One player builds a sequence of cards and the other acts as the robot. Talk about each choice.
  4. Check your work against the notes on page 2. If the robot does not reach the finish, look for the bug together.
  5. Come back to it another day. Repeating a familiar activity builds confidence.

Help, stretch and game ideas

If it feels too hard

Use only the forward and turn cards at first. Keep the route short, so the robot needs just a few moves to reach the finish. Say each card aloud as the robot follows it. Add the jump, clap and spin cards later, once those moves feel easy.

To stretch confident children

Use a repeat. Ask your friend to do a sequence of three cards twice. Before they start, talk about where the robot will end up. Then test it. Can you build a sequence that gets the robot to the finish using a repeat?

Make it a game

Swap roles. Keep the start and finish marks where both players can see them. The builder lays out the cards and the robot follows them. If the robot misses the finish, hunt for the bug in each other's code, then fix it and test again.

Talk about it

  • What does a robot need to be told, and what can it work out for itself?
  • Why does the order of the cards matter?
  • How did you find the bug in the sequence?
  • Which card was the hardest to follow, and why?
  • What would you change to make your sequence shorter?
  • Can you give me a set of steps for a daily job at home?

Take it off the page

Morning routine cards

Draw each step of getting ready for school on its own piece of paper. Mix them up, then put them in the right order. Ask someone to follow them exactly.

Robot tidy up

One person gives spoken instructions to tidy a few toys into a box. The other follows them exactly. Fix any step that did not work.

Draw a map route

Draw a simple map with a start and a finish. Write a set of steps to get from one to the other, then test it with a counter.

Who it is for

Parents

Sit with your child for the first go, then let them lead. Play the robot yourself, and follow the cards exactly. Keep sessions short and light. Praise careful thinking, and treat every bug as a chance to learn.

Teachers

Use it as a starter, a plenary, an early finisher task or a table activity. It needs only printing and cutting. It links to the algorithms strand of the Year 3 computing curriculum and gives you a screen free way to teach debugging.

Home educators

Print it as part of a wider computing plan. It suits siblings playing together, and it pairs well with outdoor play and everyday talk about steps and routines. You can print it again for a later revision session.

Where this fits in computing

Before this, children learn that instructions need to be clear and in order. They do this by following and giving simple directions in play, at home and in class. This sheet builds on that by asking children to choose and arrange their own steps.

After this, children can move on to ideas such as repeating steps and testing and fixing longer sets of instructions. Later, they use the same thinking to build programs on a screen. The skill of putting steps in the right order stays at the heart of all of it.

Check it worked

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

  1. What would happen if two steps swapped places?
  2. How did you find the mistake in the sequence?
  3. Can you give me a set of steps for a daily job at home?

Questions parents and teachers ask

What age is Sequence Coding Cards for?

It is written for Year 3 (ages 7 to 8), in Key Stage 2. Older children can use it too, especially with the repeat stretch idea. Younger children may enjoy it with a grown-up and only the forward and turn cards.

How long does it take?

It takes about 20 minutes. Play it once through together, then swap roles. You can come back to it another day, because repeating a familiar activity helps children feel confident.

How do I use it?

It is for 2 players. Mark a start and a finish on the floor. One player builds a sequence with the cards and the other acts as the robot. Work through the first go together and talk about each choice.

What if it feels too hard?

Use only the forward and turn cards at first. Keep the route short and say each card aloud as the robot follows it. Add the jump, clap and spin cards once the first set feels easy.

Is this a screen free activity?

Yes. It needs only paper, scissors and a pencil, plus a little floor space. That makes it suitable for quiet time, rainy days and school holidays.

Can teachers use it in class?

Yes. Teachers can use it as a starter, plenary, early finisher task, homework or table activity. It needs no preparation beyond printing and cutting out the cards. Page 2 gives support and stretch ideas for mixed ability groups.

Do I need to print in colour?

No. It prints well in black and white on plain A4 paper. Print both pages, give page 1 to the children and keep page 2 for the grown-up.

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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.