The Algorithm Games Sign up

Ten weeks of real computer science for ages 8 to 10. Algorithms, codes, networks, sorting and pathfinding, played as games on the floor. No computers in it.

Grades 3 to 5 · no experience needed · built on CSTA standards

WhoGrades 3–5Ages 8 to 10
How long10 weeksOne a week
Each class55 minStart to tidy
Class sizeAbout 25Small groups
Topics9 ideasPlus the finale
ScreensNoneOne, at the front

Inside a class

What they actually do

Same shape every week, so the children always know where they are in it.

1

They set a problem

Cones on the floor, a start, a finish, and a partner who cannot see.

2

They write the steps

Five commands, and nothing else is allowed. That is their whole language.

3

They find the bug

It goes wrong, they work out which step was wrong, and they change that one.

The ten weeks

Ten ideas, one a week

Each week is one real computer science idea and one game that runs on it. Every week stands on its own. The last one needs all nine before it.

  1. Week 01

    Follow the Steps

    Algorithms & sequencing

    One child steers a blindfolded partner through a cone course using only five commands, then finds the step that sent them wrong.

  2. Week 02

    Secret Messages

    Codes & encryption

    They build a Caesar cipher wheel from two discs and a fastener, set it to their team's key, and crack messages written with a different key.

  3. Week 03

    Who Knows Who?

    Networks & routing

    The whole class becomes one network held together with yarn, then routes a message through it and finds a new path when a link goes down.

  4. Week 04

    Put It In Order

    Sorting algorithms

    Twelve priced game cards, sorted by picking the cheapest one left, again and again, then searched to find every game inside a budget.

  5. Week 05

    Make a Choice

    Decision trees & logic

    Eight animal cards split by yes or no questions until one animal is left, then one child hides a card and the others question their way to it.

  6. Week 06

    Make It Smaller

    Compression & patterns

    A hidden picture appears square by square on a 20 by 20 grid, coloured from short instructions like "3 blue" instead of the word blue three times.

  7. Week 07

    Find the Way

    Pathfinding

    They copy a maze onto graph paper, find three different routes through it, count the moves in each, and circle the cheapest one.

  8. Week 08

    What Do You Like?

    Recommendations

    Everyone rates ten things, the group builds one big taste map, and partners use it to predict something the other has never tried.

  9. Week 09

    Fair or Not Fair?

    Game theory & fairness

    They play a rigged dice game and work out why it is rigged, then write their own rules and swap games to hunt for each other's loopholes.

  10. Week 10 · finish

    Escape the Algorithm!

    All of it at once

    Eight sealed puzzles, one from every week, each giving up a letter. The class pools its letters to spell the code word and open the treasure box.

Why no screens

They do it with their hands

In this class the children are the thing they are learning about. They are the robot being given instructions. They hold the ends of the network. They sort the cards on the floor themselves.

A child who has walked a route and counted the steps has a reason to care which route is shorter. It also means no logins, no chargers, and no child stuck because the wifi is slow.

The nine ideas

  • Algorithms
  • Encryption
  • Networks
  • Sorting
  • Decision trees
  • Compression
  • Pathfinding
  • Recommendations
  • Fairness
Every week they take a problem apart, test it, and fix the step that was wrong.

What it is for

Where each idea turns up

Every week ends by naming where the idea shows up in ordinary life and where it shows up in technology. These are the ones the children are given.

Week 1 · Algorithms

Everyday
A recipe only works if the steps are in order and nothing is left out.
Technology
A self-checkout follows a fixed list of steps: scan an item, add its price, ask about a bag, take payment. It cannot guess what you meant.

Week 2 · Codes

Everyday
A diary with a lock stays private because only one person holds the key.
Technology
The padlock beside a web address means the site is scrambling what you type, so only the right computer can unscramble it.

Week 4 · Sorting

Everyday
A shelf of books in alphabetical order lets you find one without checking every book.
Technology
Tapping "price: low to high" in a shopping app puts the list in order, so you can stop looking the moment things cost too much.

Week 7 · Pathfinding

Everyday
Walking around a blocked hallway is everyday pathfinding.
Technology
Map apps compare routes and estimated times to help people avoid delays. Game characters need routes around obstacles too.

The last week

They open the box themselves

Eight sealed puzzles, one from each week before it: a maze traced on a grid, a word decoded on a cipher wheel, a run of numbers sorted into order, a picture decompressed square by square. Every puzzle gives up one letter. The class pools its letters, spells the code word, and opens the treasure box holding everybody's certificate.

Class details

The practical part

  • Nine ideas and a finaleAlgorithms, encryption, networks, sorting, decision trees, compression, pathfinding, recommendations and fairness, then an escape room that uses all nine.
  • A page home each weekOne sheet with the week's idea and a small activity you can do at the kitchen table. No homework, and nothing is collected.
  • Everybody playsThe games are cooperative. Every child has a job in their group, and the round is not finished until the group finishes it.
  • Built on standardsEach week is written against a CSTA computer science standard for this age group.
Who it is forGrades 3 to 5, ages 8 to 10
Each class55 minutes, once a week
How many weeks10
Class sizeAbout 25 children
SuppliesIncluded
Startsadd your dates
Priceadd your price
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Email me for the dates, the price and how to register.

Questions

Questions families ask

Does my child need to know anything first?

No. Week one starts with giving directions to a partner. A child who has never thought about computers is not behind.

What will my child actually learn?

Nine computer science ideas, one a week: algorithms, encryption, networks, sorting, decision trees, compression, pathfinding, recommendations and fairness. Week ten is an escape room built from all nine.

Is there homework?

No. One page goes home each week with the idea they played and a small activity for the kitchen table. Nothing is collected.

My child is shy. Will they be put on the spot?

Groups are small and they change every week. The closing questions are answered by the whole class together, not by individuals.

Really no screens?

The children use no devices. I use one display at the front for a short video and some prompts. Everything they do is physical.

What if we miss a week?

Each week stands on its own, so a missed week does not leave your child stranded. Week ten uses all of them, but it is a group escape room, not a test.

Is this really computer science?

Yes. Sorting, encryption, networks, compression and pathfinding are the real ideas, taught with cards and yarn instead of code. Each week is built on a CSTA standard for this age.