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Creating a Lego Robot Programmable Race Car

Activities | 2026-05-25

Creating a Lego Robot Programmable Race Car

The Build: Engineering the Race Car The students constructed a sophisticated four-wheeled race car utilizing the LEGO Mindstorms system. Key features of the build include: A Robust Chassis: The car uses a combination of grey and black Technic beams for a sturdy frame, accented by a distinctive red vertical support. The "Brain": The NXT Intelligent Brick is mounted centrally, acting as the comp

Banchi di prova

Activities | 2026-05-25

Banchi di prova

Nella mattinata odierna è stata proposta ai bambini un'attività didattica di ricognizione e consolidamento delle competenze matematiche relative alle operazioni di addizione e sottrazione entro il limite numerico del venti. L'esperienza è stata strutturata attraverso la predisposizione di diverse postazioni di lavoro, concepite come banchi operativi dotati di tutto il material

STEAM Explorers Summer Camp Reykjavik

Activities | 2026-05-25

STEAM Explorers Summer Camp Reykjavik

About the course This summer SKEMA @ Reykavik University is offering three exciting STEAM courses where children 5-6 years old get to know technology through creative and hands-on projects. STEAM stands for Science, Technology, Engineering, Arts and Mathematics. Each course is tailored to different age groups and takes into account the developmental level of the students, with an emphasis on creat

Speak Up! Coding for Empathy and Anti-Bullying with Bee-Bot

Activities | 2026-05-24

Speak Up! Coding for Empathy and Anti-Bullying with Bee-Bot

As part of our eTwinning project "Feeling, Understanding, Sharing: All together against violence", preschool students (ages 4-6) engaged in an innovative coding activity that bridges emotional literacy with computational thinking. Using the physical Bee-Bot floor robot, students worked in collaborative teams of three, alternating roles as Coders, Pilots, and Debuggers. Their mission was to program

Mission to the Archaeological Museum

Activities | 2026-05-23

Mission to the Archaeological Museum

In celebration of Code Week, our 6th-grade students transformed their classroom into a digital archaeological museum. The mission required students to act as "digital archaeologists," programming a Bee-Bot floor robot to navigate a complex 4x10 grid map filled with ancient Greek treasures to reach the Central Cella of an Ancient Temple. The activity blended Ancient Greek History with Computational

STEAM Explorers Summer Camp Reykjavik

Activities | 2026-05-23

STEAM Explorers Summer Camp Reykjavik

About the course This summer SKEMA @ Reykavik University is offering three exciting STEAM courses where children 5-6 years old get to know technology through creative and hands-on projects. STEAM stands for Science, Technology, Engineering, Arts and Mathematics. Each course is tailored to different age groups and takes into account the developmental level of the students, with an emphasis on creat

Αριθμητικές ρομποτομαχίες

Activities | 2026-05-23

Αριθμητικές ρομποτομαχίες

Χωριζόμαστε σε δύο ομάδες. Σε κάθε ομάδα ορίζεται ένας αρχηγός. δυο τρεις προ&ga

ultimo incontro progetto Green Job

Activities | 2026-05-23

ultimo incontro progetto Green Job

condivisione delle attività progettate e testate durante il percorso

Speak Up! Coding for Empathy and Anti-Bullying with Bee-Bot

Activities | 2026-05-23

Speak Up! Coding for Empathy and Anti-Bullying with Bee-Bot

As part of our eTwinning project "Feeling, Understanding, Sharing: All together against violence" and the national anti-bullying campaign in Greece "Speak Now" by "The Smile of the Child", preschool students (ages 4-6) engaged in an innovative coding activity that bridges emotional literacy with computational thinking. Using the physical Bee-Bot floor robot, students worked in collaborative teams

The enormous turnip-The story sequence

Activities | 2026-05-23

The enormous turnip-The story sequence

Τhe children, divided into groups, followed the story of “The Giant Turnip” and took their first steps in coding and programming. After placing the characters from the story on the Bee-Bot mat, they set the arrows to show it the correct path and finally programmed it to pass by each character in the correct order, exactly as it appears in the story. Στα πλ

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