1. Find the way

Find the way

Everything starts with creating an algorithm. That may sound difficult, but actually this is just a sequence of steps, of commands to reach a goal.

Your students will:

  • Predict where a figure will end up after completing the steps.
  • Organize your own steps to guide their figure through a maze.
  • Organize your own steps to make their figure stand out at a certain point.



Print the 3 work sheets once per group.

They just need a pencil or pen.


To work!

This exercise introduces the basics of algorithms to your students. They discuss in small groups which arrows to use to bring the figure to a certain point.

"There is a lot of work on the farm. Everything goes much faster if everyone takes the shortest route. Can you help the farmer?"



We will test these exercises against their experiences:

"Why do you always have to take the shortest route?"

"Can you also take another road?"

"When will you take the shortest route?" (To go to the toilet, when it is cold, when I have to be home on time, ...)

"Do you know any games where you have to make the figure follow a path? (Horse game, Stratego, ...)



  • Connect this brain teaser to an unplugged activity and let your students go their own way. Work in pairs: one student is a robot, the other is the computer. The computer tells the robot which steps to take.
  • Let them create their own grid with an ever-increasing number of rows and columns. They make a drawing as a starting point (their figure) and indicate a destination on their sheet. Their partner then draws the correct arrows on the sheet.