Routes on a grid: what children learn
Year 2 pupils order and arrange combinations of mathematical objects in patterns and sequences, and describe position, direction and movement, including movement in a straight line and turns.
In this game children program Jigby with moves to reach a target on a grid, then put sequences of turns and moves in order. Planning a route before running it, and fixing it when it goes wrong, builds the precise language of direction.
This topic covers the Year 2 statutory requirement in the National Curriculum in England (Geometry – position and direction): pupils should be taught to “use mathematical vocabulary to describe position, direction and movement, including movement in a straight line and distinguishing between rotation as a turn and in terms of right angles for quarter, half and three-quarter turns (clockwise and anti-clockwise)”. Year 2 pupils are usually aged 6–7.
There is no direct equivalent in the US Common Core State Standards. Enrichment: describing routes is not a Common Core standard; it links to the position words in K.G.A.1.
How to play
Build a program of arrows to get Jigby to the star, then press Run. Each arrow moves Jigby one square. You can also use the arrow keys. Each game has 5 levels and no timer. Some levels have a bug to fix. If Jigby bumps into a rock or stops in the wrong place, change the program and run it again. You get a point for each level solved on the first run. You can also choose Put in order: 5 sets of steps to put in the right order, with no timer.
Step by step
- Find the start and the target. Look where Jigby is and where he needs to go.
- Count squares in straight lines. How many squares up, down, left or right does he need to move?
- Plan the route. Add one move for each square, going round any rocks.
- Run and fix. Run the route. If Jigby misses, remove the last moves and try again.
Worked examples
Example 1: Jigby needs to go 2 squares right and 1 square up.
Working: Right, right, up.
Answer: 3 moves
Example 2: A rock blocks the square to the right.
Working: Go up first, then right, then down.
Answer: a route round the rock
Example 3: Jigby faces the top and makes quarter turns clockwise. Put the ways he faces in order.
Working: Top, right, bottom, left.
Answer: top, right, bottom, left
Common mistakes and how to fix them
- Counting the square Jigby starts on. Count only the squares he moves into.
- Mixing up left and right on the screen. Check with the arrows on the buttons before running.
- Starting again from scratch after one mistake. Remove just the last moves and try again. That is debugging.
Activities to try at home
- Draw a grid on paper and give a toy directions to reach a treasure.
- Give directions round the house: 'three steps forward, then turn right'.
- Play a board game and describe each move.
Ideas for the classroom
- Use floor robots on a grid mat with the same routes.
- Pupils write a route for a partner to follow on squared paper.
- Ask: is there more than one route? Which is shortest?
Free printable game and worksheet
The free printable starts with a game sheet, such as a colour-by-answer picture, an answer maze or a secret-code joke, followed by a worksheet. Both use the same checked questions as the online game, and the answers are on the last page. Print it, or save it as a PDF from your browser’s print menu.
Open the free printable game and worksheet
Frequently asked questions
Is this coding?
It uses the same idea as programming a floor robot, which is part of Key Stage 1 computing, but here the focus is describing position and movement.
Why are there rocks?
Rocks make children plan a route instead of always going the most direct way.
Can it be played with a keyboard?
Yes. With the game selected, press the arrow keys to add moves and Backspace to remove the last one, then Tab to Run.