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Coding the Story: Bringing Literacy to Life With Robots

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Posters, Table 6

Poster
Poster Theme: Reimagining Literacy & Learning
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Session description

Turn reading into motion! In this interactive session, participants will explore how coding robots can bring stories to life through literacy-based STEM challenges. Attendees will experience hands-on story coding activities that integrate sequencing, problem-solving, and creative expression—perfect for engaging readers while building computational thinking skills.

Outline

Total Session Time: 60 minutes (Interactive Session)

0–10 minutes | Introduction: From Story to Code

Welcome and overview of connecting coding and literacy.

Group brainstorm: “If a robot could act out your favorite story, what would it do?”

Discussion on how coding supports sequencing, cause/effect, and story comprehension.

10–25 minutes | Demonstration: Robots in Storytelling

Model lesson: using robots to retell Little Red Hot or Edward the Emu

Demonstrate how students code robots to move through story maps or act out character actions.

Quick reflection: “Where could this fit in your literacy block?”

25–50 minutes | Hands-On: Code the Story Challenge

Participants work in pairs or small groups to complete two mini “Story Coding” challenges:

Challenge 1: Program a robot to travel through a beginning, middle, and end story path.

Challenge 2: Create a balloon for your robot to carry through the Macy's Parade (Balloons Over Broadway)

Debrief after each to discuss differentiation, collaboration, and classroom setup.

50–60 minutes | Reflection and Resource Share

Gallery walk to observe coded story paths.

Group reflection: “How does coding deepen story understanding?”

Provide QR code to digital resource folder with lesson templates, story mats, and extension ideas.

Engagement Tactics:

Peer collaboration and hands-on coding

Story-based robot challenges

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Outcomes

After this session, participants will be able to:

Implement literacy-based coding challenges using classroom robots (Ozobots, Bee-Bots, or Spheros).

Connect reading comprehension and story structure to sequencing and coding concepts.

Design a “Story Coding Challenge” plan adaptable to any book or grade level.

Participants will leave with a sample lesson—with story coding challenge outline, including literacy connections and extension ideas.

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Supporting research

Dearybury, J., & Jones, J. P. (2020). The playful classroom: The power of play for all ages. Jossey-Bass.

Dearybury, J., & Jones, J. P. (2022). The playful life: The power of play in our everyday. Jossey-Bass.

Needles, T. (2020). STEAM power: Infusing art into your STEM curriculum. International Society for Technology in Education (ISTE).

Prottsman, K. (2024). Let’s All Teach Computer Science!: A Guide to Integrating Computer Science Into the K-12 Classroom (1st ed.).

Woods, C. (2020). Daily STEM: How to create a STEM culture in your classroom and community. EduMatch Publishing.

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Presenters

Photo
Literacy & Innovation
Randolph Elementary

Session specifications

Topic:

Innovative Learning Environments

Grade level:

PK-5

Audience:

Curriculum Designer/Director, Librarian, Teacher

Attendee devices:

Devices not needed

Participant accounts, software and other materials:

none

Subject area:

Interdisciplinary (STEM/STEAM), Technology Education

ISTE Standards:

For Students: Innovative Designer, Computational Thinker

Transformational Learning Principles:

Spark Curiosity, Ignite Agency

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session

Influencer Disclosure:

This session includes a presenter that indicated a “material connection” to a brand that includes a personal, family or employment relationship, or a financial relationship. See individual speaker menu for disclosure information.