Kids First Coding & Robotics - Thames & Kosmos
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Lay Down the Cards. Watch Sammy Drive the Code. — Thames Kosmos Kids First Coding & Robotics
Kids First Coding & Robotics introduces children aged 4–8 to programming through a robot called Sammy — a peanut butter and jelly sandwich — and a completely screen-free coding system. Programs are created by laying physical code cards in a sequence on the floor. Sammy drives over the cards; an OID optical scanner on the base reads each card in sequence and loads the program. Place Sammy on the map grid, and he runs it. No tablet, no smartphone, no computer required. 30 lessons progress from basic sequencing through loops, events, conditionals, functions, and variables — all six core coding concepts — across 6 story scenarios and 417 pieces. Ages 4–8.
⚠️ WARNING: CHOKING HAZARD — Small parts. Not for children under 3 years.
How the Coding System Works
The physical code card system is what makes this kit appropriate for children who can’t yet read or use a screen-based coding interface:
- Lay code cards in a sequence — each card represents one instruction: move forward, turn left, activate the gear, play a sound, and so on; children arrange the cards in the order they want Sammy to follow them
- Drive Sammy over the cards — the OID optical scanner on Sammy’s base reads each card as he drives over it, loading the instructions into memory one by one
- Place Sammy on the map grid — the map cards create the environment (a maze, a zoo, a soccer field) that Sammy must navigate; the grid gives the program a physical space to run in
- Run the program — Sammy executes the loaded sequence, moving through the map, activating outputs, and responding to function cards; children observe the results and adjust their card sequence if the program doesn’t achieve the goal
This tangible, physical loop of write → load → run → observe → debug is the same cycle professional programmers use — implemented entirely without a screen.
Six Story Scenarios
The 30 lessons are structured around six stories, each with its own map environment, models to build, and coding challenges:
- 🥪 Sammy the sandwich robot — the introductory character; teaches basic movement and sequencing
- 🐭 Mouse in a maze — navigate a mouse through a maze to find cheese; introduces directional reasoning and debugging
- 🐧 Penguin at the zoo — guide a penguin through a zoo environment; introduces more complex navigation patterns
- ⚽ Soccer player — move a ball into the goal; introduces precision sequencing and outcome-based programming
- 🚒 Fire truck — navigate a fire truck to put out fires; introduces conditional responses
- 🤖 Factory robot — a robot performs tasks in a factory scene; the most complex scenario, covering functions and variables
The Six Coding Concepts Covered
The 30 lessons progress through all six foundational concepts in computer science education:
- Sequencing — instructions must be in the right order to produce the right result
- Loops — repeating a sequence of instructions without rewriting it each time
- Events — triggering an action in response to a specific input or condition
- Conditionals — if-then logic; different outcomes depending on different conditions
- Functions — named sequences of instructions that can be called repeatedly
- Variables — storing and changing values within a program
The lessons are aligned with CSTA (Computer Science Teachers Association) and ISTE (International Society for Technology in Education) standards, and with courses from Code.org.
Watch It in Action
Good to Know Before You Buy
- Recommended age: 4–8 (adult help recommended at the younger end)
- Brand: Thames Kosmos
- Lessons: 30
- Pieces: 417
- Manual: 64-page full-colour illustrated guide
- Scenarios: 6 story environments
- Coding concepts: Sequencing, loops, events, conditionals, functions, variables
- Standards: Aligned with CSTA, ISTE, and Code.org
- Screen-free: Yes — no tablet, smartphone, or computer required
- Batteries: Required (check packaging for type and quantity)
Curriculum & Manual Downloads
- Download 1st Edition Manual (PDF)
- Download 4th Edition Manual (PDF)
- Download 5th Edition Manual (PDF)
- Download Curriculum Correlation Guide (PDF)
Frequently Asked Questions
Does it need a screen or app?
No — Kids First Coding & Robotics is completely screen-free. Programs are written by laying physical code cards in a sequence; Sammy reads them with his OID optical scanner as he drives over them. No tablet, smartphone, computer, or Bluetooth connection is required at any stage. This makes it appropriate for children aged 4–6 who are not yet ready for screen-based coding platforms.
What age is this best for?
Ages 4–8. Children aged 4–5 will need adult guidance through the early lessons; the physical code card system is intuitive enough for young children to understand the basic concept (lay cards, drive over them, watch what happens) even before they can read. Children aged 6–8 can work through the lessons with increasing independence. The 30 lessons progress in complexity, so the kit remains challenging as children grow.
Is it a good gift?
Yes — it’s a strong gift for children aged 4–8 who are ready to start learning about coding but too young for screen-based platforms. The physical code card system and the character-driven story scenarios keep young children engaged across many sessions. A strong birthday or Christmas gift for a child who is curious, patient, and enjoys solving problems in steps — the same mindset that makes a good programmer. The 30-lesson scope provides genuine long-term value beyond a single play session.
Shipping Information
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Let say, if you are in the Sydney Metro you will be charged $8.95 but if you are in a Regional Area in Western Australia, you will be charged $12.95 for Standard Post.
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| Specification name | Specification Value |
|---|---|
| Color pattern | Green, White, Yellow, Blue |
| Recommended age group | 8 years or older, 10 years or older |
| Toy/Game material | Plastic |
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