A teacher leading a classroom of children in unplugged computer science activities

Code.org Unplugged Computer Science Activities

Unplugged computer science activities are important for children and teachers because they introduce core computing concepts—like algorithms, patterns, and problem-solving—without the need for screens or devices. This makes computer science accessible to all students, regardless of their access to technology, and helps build foundational thinking skills in a hands-on, engaging way.

For children, unplugged activities encourage creativity, collaboration, and a deeper understanding of how computers work by focusing on the logic behind the code rather than just the code itself. For teachers, these activities provide flexible and low-tech methods to integrate computer science into the classroom, often aligning with existing curriculum goals while fostering critical thinking and digital literacy in a developmentally appropriate manner.

A layout of various elements of an unplugged lesson, crayons, paper, and plastic cups and dice, on a table.

Unplugged - Computer Science Activities That Require No Computer or Internet Connection

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The flags of several Spanish speaking countries representing Spanish language

Actividades desenchufadas en Español

Ahora puedes enseñar los fundamentos de la informática, ¡ya sea que tengas computadoras en tu aula o no!

Unplugged Computer Science Lessons for Children & Teachers

Now you can teach the fundamentals of computer science, whether you have computers in your classroom or not!  We refer to lessons in which students are not working on a computer as “unplugged.” Students will often work with pencil and paper or physical manipulatives. These are intentionally placed kinesthetic opportunities that help students digest complicated concepts in ways that relate to their own lives. Unplugged lessons are particularly useful for building and maintaining a collaborative classroom environment, and they are useful touchstone experiences you can refer to when introducing more abstract concepts. Each of these activities can either be used alone or with other computer science lessons on related concepts.

A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Happy Maps

Student teams partner with a simple task: get the "flurb" to the fruit. Students will practice writing precise instructions as they work to translate instructions into the symbols provided.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Move It, Move It

Students will program their classmates to step carefully around a large grid on the floor in this context-setting lesson.
A image of a robot and various arrows which are indicative of the unplugged activity called My Robot Friends

My Robotic Friends Jr.

Students will use a set of symbols to instruct a "robot" to stack cups in different patterns. Students will take turns participating as the robot, responding only to the algorithm defined by their peers.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Graph Paper Programming

Students use symbols to instruct each other to color squares on graph paper. By "programming" one another to draw pictures, students get an opportunity to experience some of the core concepts of programming in a fun and accessible way.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Happy Loops

Students revisit Happy Maps. This time, students will use loops to solve bigger, longer puzzles with their code.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Getting Loopy

Students will learn to use loops to more easily communicate instructions by looking at the repeated patterns of a dance.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

My Loopy Robotic Friends Jr.

Students build on the initial "My Robotic Friends" activity, featuring larger and more complicated designs.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

The Big Event Jr.

The class will experience the concept of events through a game where they move or shout when you press buttons on a giant remote.
A image of a robot and various arrows which are indicative of the unplugged activity called My Robot Friends

The Big Event

Students will learn that events are a great way to add flexibility to a pre-written algorithm.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

The Right App

Students empathize with several fictional smartphone users to help them find the “right app” that addresses their needs.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Designing for Accessibility

Students will learn about accessibility and the value of empathy through brainstorming and designing accessible solutions for hypothetical apps.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Digital Sharing

Students understand the challenges and benefits of respecting ownership and copyright, particularly in digital environments.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Picturing Data

Students will collect data from a Play Lab project and visualize it using different graphs in this exploratory lesson.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Pattern Block Data

Students will practice storing, searching, retrieving, modifying and deleting the pattern blocks to simulate what computers do with data.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Binary Bracelets

This exploratory lesson introduces the concept of binary which is how computers today store all sorts of information.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

The Internet

Students will pretend to flow through the internet while learning about connections, URLs, IP Addresses, and DNS in this exploratory lesson.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Hardware and Software Skits

Students will act out the ways internal and external parts of a computer work together. They will take on roles such as: CPU, Keyboard, Monitor, User and more.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Conditionals with Cards

Students will write conditional (if/else) statements to state the rules of simple card games.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Songwriting

Students understand why combining chunks of code into functions can be a helpful practice.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Blank Space Stories

Students will use fill-in-the-blank stories (similar to Mad Libs®) as a context for understanding how computers take and store input from a user, then use it later as a program runs.

Lecciones de informática desenchufadas para niños y profesores

Ahora puedes enseñar los fundamentos de la informática, ¡ya sea que tengas computadoras en tu aula o no! Nos referimos a lecciones en las que los estudiantes no están trabajando en una computadora como “desenchufadas”. Los estudiantes a menudo trabajarán con lápiz y papel o manipuladores físicos. Estas son oportunidades kinestésicas colocadas intencionalmente que ayudan a los estudiantes a digerir conceptos complicados de maneras que se relacionan con sus propias vidas. Las lecciones desenchufadas son particularmente útiles para construir y mantener un ambiente colaborativo en el aula, y son experiencias útiles a las que puede referirse cuando se introducen conceptos más abstractos. Cada una de estas actividades puede ser utilizada sola o con otras lecciones de informática sobre conceptos relacionados.

A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Happy Maps

Los equipos estudiantiles se asocian con una tarea sencilla: conseguir el “flurb” a la fruta. Los estudiantes practicarán la escritura de instrucciones precisas mientras trabajan para traducir instrucciones a los símbolos provistos.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Muévelo, muévelo

Los estudiantes programarán a sus compañeros de clase para que den un paso cuidadoso alrededor de una gran cuadrícula en el piso en esta lección de ajuste de contexto.
A image of a robot and various arrows which are indicative of the unplugged activity called My Robot Friends

Mis Amigos Robóticos Jr.

Los estudiantes usarán un conjunto de símbolos para instruir a un “robot” para apilar tazas en diferentes patrones. Los alumnos se turnarán para participar como el robot, respondiendo únicamente al algoritmo definido por sus compañeros.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Programación de papel gráfico

Los estudiantes usan símbolos para instruir unos a otros para colorear cuadrados en papel cuadreado. Al “programarse” unos a otros para hacer dibujos, los estudiantes tienen la oportunidad de experimentar algunos de los conceptos centrales de la programación de una manera divertida y accesible.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Bucles felices

Alumnos vuelven a visitar Happy Maps. Esta vez, los estudiantes usarán bucles para resolver rompecabezas más grandes y más largos con su código.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Obteniendo Loopy

Los estudiantes aprenderán a usar bucles para comunicar instrucciones más fácilmente al observar los patrones repetidos de una danza.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Mis Amigos Robóticos Loopy Jr.

Los estudiantes se basan en la actividad inicial “Mis amigos robóticos”, que presenta diseños más grandes y complicados.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

El Gran Evento Jr.

La clase experimentará el concepto de eventos a través de un juego donde se mueven o gritan cuando presionas botones en un mando gigante.
A image of a robot and various arrows which are indicative of the unplugged activity called My Robot Friends

El gran evento

Los estudiantes aprenderán que los eventos son una excelente manera de agregar flexibilidad a un algoritmo preescrito.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

La aplicación correcta

Los estudiantes empatizan con varios usuarios ficticios de teléfonos inteligentes para ayudarlos a encontrar la “aplicación adecuada” que satisfaga sus necesidades.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Diseñar para la accesibilidad

Los estudiantes aprenderán sobre la accesibilidad y el valor de la empatía a través de la lluvia de ideas y el diseño de soluciones accesibles para aplicaciones hipotéticas.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Intercambio digital

Los estudiantes comprenden los desafíos y los beneficios de respetar la propiedad y el derecho de autor, especialmente en entornos digitales.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Datos de imagen

Los estudiantes recopilarán datos de un proyecto de Play Lab y los visualizarán usando diferentes gráficos en esta lección exploratoria.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Datos de bloques de patrón

Los estudiantes practicarán el almacenamiento, búsqueda, recuperación, modificación y eliminación de los bloques de patrones para simular lo que las computadoras hacen con los datos.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Pulseras binarias

Esta lección exploratoria introduce el concepto de binario que es como las computadoras de hoy almacenan todo tipo de información.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

El Internet

Los estudiantes fingirán fluir a través de Internet mientras aprenden sobre conexiones, URL, direcciones IP y DNS en esta lección exploratoria.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Skits de Hardware y Software

Los estudiantes presentarán las formas en que las partes internas y externas de una computadora trabajan juntas. Ellos asumirán roles como: CPU, Teclado, Monitor, Usuario y más.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Condicionales con Cartas

Los estudiantes escribirán declaraciones condicionales (si/else) para enunciar las reglas de los juegos de cartas simples.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Composicion

Los estudiantes entienden por qué combinar fragmentos de código en funciones puede ser una práctica útil.
A image from an unplugged activity in a computer science classroom lesson that is unplugged (no computer required)

Historias de espacios en blanco

Los estudiantes usarán historias de relleno en blanco (similar a Mad Libs®) como contexto para comprender cómo las computadoras toman y almacenan información de un usuario, y luego la usan más tarde a medida que se ejecuta un programa.