My first visual program
Implement a simple algorithm as a visual (block-based) program — a start event, a sequence of blocks, run and observe — in an environment such as Scratch, ScratchJr or a programmable robot app, including short sequences that act out a maths situation (e.g. jumps along a number line)
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1 approach
My first visual program means practising the idea at the table with a simple screen-free or sandbox check. We will demo once, then your child tries.
Materials: Paper command cards (forward, turn, repeat) OR a free visual-blocks editor preview; Pencil. 1. Say the goal of My first visual program in plain words once. 2. Adult lines up three command cards into a short sequence that reaches a goal. 3. Child builds three short sequences (or edits one) and tests whether the goal is met. 4. Fresh check: one fresh sequence that reaches the goal. Record and stop. Done: three tested sequences with pass/fail noted. Proof: parent note of examples and results. Stop: End after the fresh check; keep optional challenge for another day.
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Practice this concept
Start practiceMy first visual program practice
Practice key ideas from My first visual program.
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Learning resources
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Code.org · Practice link — not the full lesson
CodeAI
Before you open · source notes
Free computing activity hub useful for My first visual program. An adult picks one activity; not a single graded exam.
Free activity pages, no sign-in required for the tested path.
Before you openAsk the learner what steps they followed and what they would try next.
Opening this link does not save learning or assess mastery.
Source, access and review notes
Public Code.org page. An anonymous GET on 2026-11-12 returned HTTP 200 with no login or payment prompt for this URL. Opening the link does not save practice or assess mastery. An adult should preview and guide the learner.
Code.org. “CodeAI.” External page; Gakuva does not copy, host, embed, or redistribute materials.
Unknown — link only
Check understanding
- Drag blocks into a sequence so a character moves, speaks and changes costume when the green flag is clicked, then run it and check it does what the planned algorithm said
- Write and run a sequence that shows a maths situation (e.g. move a robot or sprite along a number line in 3 jumps of 2 and check it stops on 6)
- Swap two blocks and explain how the order of blocks changes what the program does
“Has your child used a block-coding app like Scratch to make a character move and talk — and can they explain what happens if they swap the order of the blocks?”
Curriculum record
- Type
- Procedural
- Subject
- Computing
- Domain
- Algorithms & Programming
- Age range
- Ages 6–13
Standards