Draw a simple flowchart and print it.
Flowchart Maker
Build a flowchart one step at a time — Start, Process, Decision and End — and print it.
🔒 Privacy: this tool runs entirely in your browser. Your files and text never leave your device — nothing is uploaded to any server.
How it works
- Type a step and pick its type: Start, Process, Decision or End.
- Press “Add Step” and the step joins your flowchart.
- Add more steps in order — arrows join them top to bottom.
- Press “Print Flowchart” to print your finished flowchart.
Frequently asked questions
What does a Decision step mean?
A question with a yes or no answer, such as “Is it raining?” — the answer picks which way the program goes next.
Can I remove a step I added by mistake?
Yes. Press “Remove Last Step” to take off the most recent step, or “Clear All” to start over.
How many steps can my flowchart have?
Up to 12 steps, which is enough for a clear flowchart that fits on one printed page.
What is the Flowchart Maker?
The Flowchart Maker lets you build a simple flowchart one step at a time and print it. You type a step, pick its type — Start, Process, Decision or End — and press Add Step to add it to your flowchart. Arrows join the steps top to bottom in the order you add them, so the finished chart reads like a map of what happens first, next and last.
It is made for pupils learning to plan before they code, and for teachers who want planning to be visible rather than rushed. A flowchart forces you to think through a program’s steps on paper before you build it, which is where most programming mistakes are caught — a missing step or a step in the wrong order is easy to spot in a chart and hard to spot in a tangle of code. The four step types are the only ones you need for a first flowchart, so beginners can focus on the order of events instead of learning a dozen symbols.
What you can use it for
Here are some ways to use the flowchart maker in a computing lesson.
- Planning a Scratch project: draw the flowchart first — Start, then the steps the sprite takes, then a Decision such as “Did the sprite touch the wall?”, then End — and build the Scratch blocks to match it.
- Mapping an everyday routine: chart a morning routine or the steps to make a sandwich, so pupils see that algorithms are not just for computers before they meet the same idea in code.
- Showing a decision: use a Decision step for a yes-or-no question, such as “Is it raining?”, and talk through what happens on each answer, since that choice is what makes a program able to react.
- A printed plan to hand in: print the finished flowchart and attach it to the finished program, so the teacher can see the plan the pupil followed as well as the result.
Good to know
- A Decision step means a question with a yes or no answer, such as “Is it raining?” — the answer picks which way the program goes next.
- If you add a step by mistake, press Remove Last Step to take off the most recent step, or Clear All to start over from the beginning.
- Your flowchart can have up to 12 steps, which is enough for a clear flowchart that fits on one printed page — if your plan needs more steps, split it into two smaller flowcharts.
- Add the steps in the order they happen, because the arrows join them top to bottom in that order — a flowchart that is drawn in the wrong order will not make sense when you read it back.
Should I draw the flowchart before or after I write the code?
Before, every time. A flowchart is a plan, and a plan is only useful if it comes first — once the code is written, drawing the chart afterwards just copies what you already did. Draw the chart, check that the steps are in the right order, then build the code to match it. If you want more practice with step order, the Algorithm Step Sequencer asks you to put the steps of a job such as brushing your teeth back in the right order, and the Scratch Coding Challenge Generator will give you a project to plan and build next.
