Block coding lesson 3: Planning a route to the star
UK version. UK school years and UK spelling. · US version of this lesson
Plan first: trace the route with a finger, then write one block for each straight bit and each corner. A complete 30-minute block coding lesson (Years 1–2, KS1), from Unit 1: Steps and turns. Myrtle the Turtle runs right here in your browser – nothing to install.
- Time
- 30 minutes + 10 min homework
- Year
- Years 1–2, KS1 (ages 5–7)
- You need
- A computer or tablet, squared paper and a pencil
- Marked
- Instantly, with explanations
For parents: how to use this lesson
You don't need to know anything about coding. The lesson explains each step on screen, the way Mr Babbage, our Head of Computing, likes it: watch Myrtle first, then have a go. Programs are made from blocks – no typing – and every answer is marked straight away.
- Before the screen: Draw a small grid on paper and plan a route to a star with arrows.
- Press Start the lesson below and watch the worked examples together. Press Run and say what each block does before Myrtle does it.
- Let your child do the practice on their own. When Myrtle goes the wrong way, that's a clue, not a failure – press Run again and watch which block it is on.
- Finish with the talk question: “How did you plan your route before you wrote the blocks?”
- Later that day or the next day: the homework (10 minutes), then a practice test.
Watch out for
- Forgetting a turn at a corner. At every corner ask: which way does it turn now?
- Writing all the blocks first and never testing. Run it, watch Myrtle, change one block at a time.
Miss Lovelace's tip for home: ask your child to be Myrtle. Read out the blocks and let them walk it on the floor. If they can act it out, they understand it.
What your child will learn
We are learning to plan a route for Myrtle to reach the star.
Success looks like
- I can plan a route for Myrtle to reach the star.
- I can join move and turn blocks into one program.
- I can test my program and change it.
Key words
route · plan · test · sequence
The big ideas (for the adult)
Plan first: trace the route with a finger, then write one block for each straight bit and each corner.
There is often more than one route that works. Any program that gets Myrtle to the star, without bumping, is right.
A worked example
move forward 1 turn left move forward 4
Press Start the lesson to watch the turtle run it.
The lesson, step by step
| Part | Time | How it is checked |
|---|---|---|
| Starter | 4 min | Marked by Classfern |
| Teach | 7 min | Watch, talk and try |
| Worked example and try it | 6 min | Marked by Classfern |
| Practice | 9 min | Marked by Classfern |
| Wrap up | 4 min | Marked by Classfern + self-check |
The lesson
It runs here on the page. No sign-up and no names – progress is kept only in this browser. Each visit picks a new mix of questions.
Homework
10 minutes: 4 questions – work out what Myrtle does, then build or fix a program – and a short reflection. New questions every time, all marked instantly. Away from the screen: draw a small grid on paper and plan a route to a star with arrows.
Practice tests
Curriculum
National curriculum in England, computing, key stage 1: pupils should be taught to understand what algorithms are, how they are implemented as programs on digital devices, and that programs execute by following precise and unambiguous instructions; and to create and debug simple programs.
Contains public sector information licensed under the Open Government Licence v3.0.
Our lessons, blocks and questions are our own. They are not written or endorsed by any government department, testing agency or exam board.