Eco Coding Adventure
Focused on reducing waste whilst shopping, this adventure helps students combine their concerns for the environment with problem-solving using computing!

With the help of ‘Professor' Trice and Al the Robot they learn to design, write and test algorithms which reduce the amount of waste in their shopping basket, debugging as they program. Using our signature blend of storytelling and performance, children are taking on an engaging coding adventure which they really feel part of.
As well as having a lot of fun, we ensure key terms in the computing curriculum are covered - as you can see below!
Computing Curriculum Key Terms
Those covered in the Moon Landing Coding Pantomime Adventure show are highlighted in blue below! All other key terms can be covered in selected 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.