Algorithms: put the steps in the right order: what children learn
In the game, children write a short program of arrow blocks to guide Jigby the robot to a star on a grid, then press Run and watch each step. Some levels have a bug to find and fix, which is what programmers call debugging. In the Quick quiz, children see the steps for an everyday task, such as brushing their teeth or planting a seed, mixed up. They drag them into the right order. Every set has only one order that works: you cannot cover a seed before it is in the hole, and you cannot rinse your mouth before you have brushed. Talking about why each step must come where it does is the start of computational thinking.
Suggested kindergarten practice, selected by skill and reading demand. US states and schools teach these topics in different grades; this is not a state-standards alignment claim.
CSTA 2026 PK–12 Standards teaching connection: Algorithms and design. This game introduces a related computing concept. Extend it with creating, testing or discussing a real example. The suggested grade is editorial; no specific CSTA performance code, certification or full coverage is claimed. Read the framework.
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 first step. Ask: what do you need to do before anything else can happen? You cannot put toothpaste on a brush until the tube is open.
- Ask “what comes next?”. Build the list one step at a time. Read it aloud as you go: first, next, then, finally.
- Test it. Act the algorithm out exactly as written. If something goes wrong, you have found a bug.
- Fix the bug. Swap or add a step until the algorithm works. Fixing a program is called debugging.
- Try a robot. Floor robots such as Bee-Bots follow arrow presses exactly. Children see that a robot does what you tell it, not what you meant.
Worked examples
Example 1: Planting a seed: what comes first, “Drop the seed in the hole” or “Make a hole in the soil”?
Working: The seed needs somewhere to go, so the hole must be made first.
Answer: Make a hole in the soil.
Example 2: Why does the order of an algorithm matter?
Working: Think about getting dressed. If you put your shoes on before your socks, it goes wrong.
Answer: The task only works if the steps are done in the right order.
Example 3: Programming a floor robot: what do you press after the arrows?
Working: The arrows store the route. The robot only moves when you tell it to start.
Answer: Press GO.
Common mistakes and how to fix them
- Thinking an algorithm has to be on a computer. Recipes, directions and instructions for games are all algorithms. A program is an algorithm a computer can follow.
- Leaving steps out. People can fill the gaps, but computers cannot. Act out the steps exactly to spot what is missing.
- Giving vague instructions such as “go over there”. Practice precise instructions: “take three steps forward, then turn right”.
Activities to try at home
- Ask your child to give you instructions to make a sandwich, and follow them exactly, even when they are silly.
- Write the steps of a morning routine on cards, mix them up and put them back in order.
- Play “robot”: one person gives commands such as “forward 2, turn left” and the other follows them.
- Print the sheet and cut out the steps to order on the table.
Ideas for the classroom
- Use floor robots to program a route on a grid mat.
- Students write an algorithm for a simple task; a partner follows it exactly and reports any bugs.
- Sort a mixed-up set of instructions as a group, then test them.
- Play the game on the whiteboard and ask students to explain each move.
Free printable game and worksheet
The free printable starts with a game sheet, such as a color-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
Why are some steps not in the game, such as turning off the tap?
We only use steps that have one sensible place in the order, so there is exactly one right answer. Turning off the tap could happen at different times, so it is left out.
What is the difference between an algorithm and a program?
An algorithm is the list of steps. A program is those steps written in a form that a computer or robot can follow.
Does my child need a computer for this?
No. Algorithms can be learned without screens, using cards, robots made of people and everyday tasks.