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Get with the Program's

What is a Coding Adventure?

A Coding Adventure is a theatre-in-education event for 5-9 year-olds designed to inspire the tech innovators of the future!  


It starts with a 30 minute assembly, or assembly-style film, and is followed by 45 minute long theme-based activities to embed the learning - either unplugged (without computers) or online (with computers!)

We love to include STEM role models from less well-represented groups in our shows, as we’re passionate about improving visibility and career aspirations. 

Here is an example timetable:

(this will vary dependent on number of activities selected, age groups, classes sizes and the number of classes per year).

Example Schedule (LS1 or LKS2) - Program Each Other v1.1.png

Look below for more frequently asked questions about what makes up one of our coding adventures ...

What are Get with the Program's coding adventures all about?

We have developed a variety of themed coding adventures designed for 5 - 9 year-olds and which cover the National Computing Curriculum in England and Wales, but which can be used around the world. Each coding adventure includes a 30-minute interactive assembly-style show and some great 45-minute follow-up activities as well as fun age appropriate worksheets.

There are three ways to join in the excitement of our coding adventures depending on which package you have! (Note our subscription service and Bupa Coding Days offer the bronze package):

1) our bronze package (£300 +VAT)

🔸 Schools who have this package can remotely access the online version of the main show for a limited time period.

🔸 The cost covers two year groups, either KS1 (ages 5-7) or LKS2 (ages 7-9).  There is a discounted rate of £500 (+VAT) if you would like all 4 year groups involved.

🔸 Teachers can also access the activity videos and content for our unplugged activities and online Scratch-based activities. 

🔸 The activity resources are available in advance for teacher preparation.

2) our silver package (£400 +VAT)

🔹 Schools who have this package can watch the online main show as part of a live interactive session with one of our 'Professors' who can tailor the introduction and plenary/summary to meet the children's needs and age group. 

🔹 As with our bronze package, this cost covers two year groups (KS1 (ages 5-7) or LKS2 (ages 7-9)) with a discounted rate of £575 (+VAT) for all 4 year groups.

🔹 Teachers can also access the activity videos and content for our unplugged activities and online Scratch-based activities.

🔹 The activity resources are available in advance for teacher preparation.

3) our gold package (£600 plus travel +VAT)

🔸 Schools who have this package will have booked a date for an in-person visit from one of our 'Professors' and Al the Robot. 

🔸 The main show is an in-person assembly for one or two year groups (school size dependent), which includes some video components.

🔸 In this package, some activities will typically be run by the 'Professor', using either the hall or a computing suite depending on the activity chosen.

🔸 Again, the activity resources are available in advance for teacher preparation.

What does a coding adventure day in school look like?

The day will be teacher-led (unless you have purchased our gold package) so it's up to you, but we recommend a morning assembly, classes taking it in turns in the hall or computing suite for the follow-up activities, and suggest inviting parents to volunteer to help. 


Here's an example timetable (or see above)

What ages are the coding adventures designed for?

The coding adventures are designed for Key Stage 1 (ages 5-7) and Lower Key Stage 2 (ages 7-9). The assembly-style show is the same for both age groups, however the activities vary depending on age and ability. 

What equipment does a school need?

We've designed our coding adventures so schools don't need lots of computers or equipment to take part. There's an unplugged activity which doesn't need any technology at all for the students, and the online activity is optional. Here are all the details:

For the assembly-style show for the remote bronze and silver packages: Schools will need a computer with internet access and a screen so the children can watch the show together.

For the assembly-style show for the in-person gold package: Schools will need a computer in a hall with internet access and a large screen so the children can see the slides for the assembly, watch some short content videos, and watch the activity videos.

For the unplugged activity: Schools will need a hall or communal space (indoors or outside) which classes can use in turn, print-outs of the activity templates (or have sourced some alternatives), whiteboards/paper and pens, and a way of setting out grids on the floor, (e.g. with chalk, tape or rubber mats).

For the online activity (optional): Schools will need a computer or device with internet/Scratch access for each child or pair of children.

Our annual subscription service (£375 +VAT)

🔹 Schools who have this service will have remote access to ALL our coding adventure assembly-style films

🔹 They will have access to all our preparation resources for the follow-up activities which include: preparation/demonstration videos; PowerPoints; learning intentions; plenaries; summary documents and printable resources

Do let us know if you have any more questions using:
We hope you love running one of our coding adventures!


As well as having a lot of fun, we ensure key terms in the computing curriculum are demonstrated


Those covered in each coding adventure are highlighted in blue below! Most concepts will be be in each the assembly-type show, but there is more detail to be found in the follow up activities:

KS1 curriculum (ages 5-7):

  • understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions

  • create and debug simple programs

  • use logical reasoning to predict the behaviour of simple programs

KS2 curriculum (ages 7-11):

  • design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts

  • use sequence, selection, and repetition in programs; work with variables and various forms of input and output

  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs

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