Designed activities

These Designed Activities are innovative, ready-to-use computational thinking exercises that have been carefully crafted and tested by our team. Each activity includes detailed instructions, learning objectives, and extension ideas, allowing educators to seamlessly integrate them into their curriculum. Whether unplugged challenges, hands-on projects, or digital explorations, these modules offer flexible, scalable ways to engage students in CT concepts and spark creative problem-solving.

Many of these activities have been compiled and published in the book “Computational Thinking Lab: Ideas and Activities for the Classroom” (“Laboratorio de Pensamiento Computacional: Ideas y Actividades para el Aula”), developed by the CoTEDI team. This volume presents a wide variety of carefully designed and classroom-tested proposals that support the development of computational thinking across different educational levels. Some of these activities have also been translated into English, and some are shared below as illustrative examples. The collection includes both ready-to-use materials and experiences implemented in real classroom settings by educators.

The following table provides an overview of the contributions included in the book. Each entry indicates the number and title of the contribution, the educational stage, the target age range, and the type of activity (e.g., unplugged, robotics, video games, etc.). This summary aims to give a quick and accessible view of the diversity of designed activities and to help educators identify the chapters that best fit their interests and needs.

Table 1. Summary of Contributions: Educational Level, Target Age and Type of Activity
Title Educational Stage Age Range Type of Activity
1Creating Stories and Learning Letters and Numbers with CubettoEarly Childhood Education4–5Robotics
2Using Bee-Bot as a Technological Resource in 5-Year-Old Classrooms: Transport & MarketEarly Childhood Education4–6Robotics
3Validation of the Game “ABN Universe”: Learning CT and Math Through the ABN MethodEarly Childhood Education3–5Video Games
4Playing with Crin: Learning to Read by Teaching a Mobile AvatarEarly Childhood Education4–7Applications
5Algorithms for DrawingPrimary Education6–13Unplugged
6Split-Second Binary DecisionsPrimary Education6–13Unplugged
7Exploring Computational Thinking: Bebras in Primary EducationPrimary Education9–10Unplugged
8Introduction to Geometry Using Educational RobotsPrimary Education6–13Robotics
9EchegaBots – A Classroom ExperiencePrimary Education6–9Robotics
10Developing CT Through Musical Composition Using ICTPrimary Education11–12Applications
11RetoTech Project at CEIP José de Echegaray (Madrid)Primary Education11–12Robotics
12Multiples CalculatorPrimary Education10–12Microcontrollers
13Programming a Game in Scratch (Even and Odd Numbers)Primary Education9–12Applications
14Teaching the Distribution of Spanish Population with LEGO® BricksPrimary Education6–12Unplugged
15Video Game for CT Development: Supermarket MissionPrimary Education6–12Video Games
16ZYNXLEPrimary Education9–11Video Games
17Aquadventure: Finding WaterPrimary Education11–12Unplugged
18Video Game for CT Development with Learning AnalyticsSecondary & High School10–14Video Games
19Eco RescueSecondary & High School8–13Video Games
20CT Training with the Video Game LullabySecondary & High School7–12Video Games
21Robotics Experience to Develop CT in Secondary Education: 5 Programming ChallengesSecondary & High School7–12Robotics
22We Think, Therefore We Learn HistorySecondary & High School12–14Unplugged
23Developing CT in Secondary School Through the Horror Game Burned FairSecondary & High School12–16Video Games
24Python with Crin: Teaching Programming Through a Mobile AppSecondary & High School16Applications
25CT and Cognitive Function Maintenance Through Card GamesSecondary & Adults>50Unplugged

The following are selected examples of designed activities included in the book “Computational Thinking Lab: Ideas and Activities for the Classroom” (“Laboratorio de Pensamiento Computacional: Ideas y Actividades para el Aula”). These activities have been translated into English to support international educators interested in integrating computational thinking into their classrooms. 

Creating Stories and Learning Letters and Numbers with Cubetto

Hermelinda Quintanar Ferreira. Speech and Language Teacher of Comunidad de Madrid. Collaborator at Universidad Rey Juan Carlos

We conducted an educational robotics activity using a tangible programming tool at the Giner de los Ríos Centre in Fuenlabrada, working with children aged 4 and 5. The activity was carried out with half of the group, taking advantage of the split sessions implemented for the teaching of another language, allowing us to work with approximately 12 children at a time. Over four weeks and across six sessions, we engaged the children in executing various activities with Cubetto (Primotoys, n.d.), exploring concepts of surplus and deficiency. These activities were introduced through storytelling and involved recognising the written form of certain letters. The activity was assessed using direct observation techniques, alongside a motivation test completed by the participants to evaluate their experience. The children’s feedback was highly positive, as was the evaluation provided by the school’s management team.

You can download the full activity description from the following link. It includes all necessary steps, objectives, and materials, making it easy for any teacher to implement in the classroom:

Download the activity here

María Zapata Cáceres y Estefanía Martín Barroso. CoTEDI Team.

This educational activity is designed for Primary Education students and introduces the concept of algorithms through the step-by-step construction of instructions to recreate a drawing. In a face-to-face classroom environment without electronic devices, students work in small groups to write sequences of instructions using natural language with certain constraints.

Each group receives a drawing that the other groups cannot see and must write the necessary steps for another group to reproduce it. They then exchange the instructions and simulate their execution: one student acts as the “computer” and another as the “compiler”, following the instructions to the letter. Errors are analyzed, and students reflect on the importance of precision in writing algorithms.

The main objective of the activity is to improve understanding of instruction sequencing, error detection and correction, and the development of Computational Thinking skills. In addition, it promotes collaborative learning and effective communication, helping students structure logical thinking in an accessible and playful way

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Pablo A. Haya Coll. Universidad Autónoma de Madrid. CoTEDI Collaborator.

An educational activity is presented, designed for primary school students, which focuses on understanding the population distribution across the provinces of Spain through the use of LEGO® pieces. In a classroom setting without electronic devices, students are provided with a political map of Spain, LEGO® pieces, and data on the population of each province. After performing calculations to allocate pieces to each province, the students build a visual map of the population, thereby facilitating the interpretation and analysis of population density. The activity culminates in a guided discussion and a reflection on the impact of population distribution on aspects such as the economy and politics. 

The main objective of the activity is to enhance geographical understanding and develop skills in data interpretation and critical thinking. Through interdisciplinary learning that combines geography, mathematics, and social sciences, students learn to translate numerical data into visual representations and collaborate in the analysis of population densities. This approach not only strengthens knowledge of population distribution and its implications, but also promotes problem-solving and communication skills, preparing students to apply this knowledge in real-world contexts. 

Download the activity here