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Lesson plan · Kindergarten · 40 minutes

Robot Dance

I can follow dance cards in order, and find and fix the card that makes the dance go wrong.

Standard
EK-ALG-PS-01 CSTA-2026
EK-PRO-TR-07 CSTA-2026
Shape
Teach, then practice
Grouping
Whole class on the carpet in two teams, Team Star and Team Moon, with turn-and-talk partners.
You need
The tool on the big screen, with room to stand and dance. Four paper cards you draw: a waving hand, clapping hands, an up arrow (jump), a foot (stomp).
Tool
curioclass.org/tools/robot-dance/
  1. Hook4 min
  2. Teach8 min
  3. Practice15 min
  4. Apply8 min
  5. Exit check5 min

Before class

  • Open the tool. It starts on Dance Floor. Sound on, volume up, Speed on the turtle (Slow).
  • Seat Team Star on the left, Team Moon on the right. The teacher notes explain every button.

Hook 4 min

  1. "Let's do Head, Shoulders, Knees and Toes." Do it once the right way with the class.
  2. Do it again, but touch your toes first. Stop. "Was that right? What went wrong?" (Toes came first.)
  3. "Was every move wrong?" (No. One step was in the wrong place.) "Let's meet a robot who does exactly what the cards say."

Teach 8 min

  1. "This is Bolt. Bolt does exactly what the cards say." Tap Wave, Clap and Jump in the tray. Each tap adds a numbered card.
  2. Point at the cards. "What will Bolt do first? Next? Last?" (Wave, clap, jump.) Everyone stands. Press Go! and dance along with Bolt.
  3. Tap the Jump card, then Move earlier twice. "Same cards. Will it be the same dance?" Thumbs up or down. Press Go! (No. Jump comes first now. Order matters.)
  4. Tap the Clap card, then tap Stomp in the tray. The card flips. "I wanted a clap, and Bolt stomped. Is Bolt broken?" (No. The card said stomp. Bolt does what the cards say.)
  5. Press Clear. "The list of steps is called an algorithm. When a card is wrong, the dance goes wrong."

Practice 15 min

Press Fix-It Show. Dot knows the real dance; Bolt's cards have one mistake. The glowing badge shows whose turn it is. Every round:

  • The team whose turn it is stands and dances along with Watch Dot.
  • Press Go!. Bolt trips on the first step that doesn't match. That card wobbles with a red "?", and Dot's thought bubble shows the right move.
  • The team talks, then one helper points at the wrong card. You fix it and press Go! again.

Rounds:

  1. The Hello Dance (Team Star). Bolt trips on step 3. "Which card is wrong?" (Card 3, Spin.) "Look at Dot. What should Bolt do?" (Jump.) Tap the Spin card, then Jump. After the win the narrator names it: a wrong card is a bug, fixing it is debugging. Say it together.
  2. Clap Clap Stomp (Team Moon). Trip on step 2: Wiggle should be Clap.
  3. Wiggle Time (Team Star). The surprise: Bolt trips on step 1. "Can the bug be the very first card?" (Yes.) Hands Up should be Wiggle.
  4. Robot Stomp (Team Moon). Trip on step 4: Jump should be Clap. "Bolt did steps 1, 2 and 3 right. Could the bug be in card 1?" (No. Those matched Dot.)
  5. Mixed Up (Team Star). Trip on step 2. "Is Spin a wrong move?" (No. Dot spins too, just later.) Tap the Spin card, then Move later.
  6. Toes and Stomps (Team Moon), if time allows. Clap and Stomp are swapped: tap card 4, then Move later.

Press Next round after each win. Trips cost nothing: "Tripping is how we find bugs."

Apply 8 min

  1. Lay the paper cards on the board ledge in the order Team Star calls out.
  2. Team Moon dances exactly what the cards say while you point at each card.
  3. Team Moon closes their eyes; swap two cards; Team Star dances it. "What changed? Which cards moved?" (The two we swapped.)
  4. Switch teams and repeat.

Exit check 5 min

  1. Set out Wave, Jump, Stomp. Say: "The real dance is wave, clap, stomp. I'm the robot." Dance exactly what the cards say.
  2. "Show me with fingers: which step was the bug?" Every child holds up fingers (2). "How do we fix it?" (Change Jump to Clap.)
  3. Children who held up the wrong step, or none, get another round with you tomorrow.

Support and stretch

  • Support: Watch Dot as many times as the class needs, and count Dot's steps on fingers before pressing Go!.
  • Support: if the competition upsets anyone, turn Teams off. The narrator then praises everyone.
  • Stretch: rounds 7 and 8. In Something's Missing, tap Jump (it goes at the end), then Move earlier twice. In One Too Many, tap the second Wiggle card and Take away. "What did Bolt do when Dot was already done?"
  • Stretch: after Watch Dot, ask the team to spot and fix the bug before anyone presses Go!. Bolt wins straight away.

Short on time

  • Teach steps 1 and 2 only (4 min).
  • Fix-It Show rounds 1 to 3, one per team plus a bonus (10 min).
  • Exit check with the paper cards (4 min).

How each button works is in the teacher notes. From Curio Class, free under CC BY 4.0: change it, print it, share it.