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cw26-ZecCH

Activities | 2026-05-04

cw26-ZecCH

Celebrate the eTwinning international day with Coding activities

Com óculos ou sem óculos? Vamos ensinar a máquina!

Activities | 2026-05-04

Com óculos ou sem óculos? Vamos ensinar a máquina!

Objetivos: Compreender, de forma intuitiva, que as máquinas podem “aprender” com exemplos. Estimular a curiosidade pela tecnologia e pela inteligência artificial. Descritivo da atividadeNesta atividade, as crianças utilizam a Teachable Machine para “ensinar” o computador a distinguir entre pessoas com óculos e sem óculos. Através da

LEGO WeDo Coding & Building Activity

Activities | 2026-05-04

LEGO WeDo Coding & Building Activity

Activity Description: In this activity, students work in small groups to build and program simple models using LEGO WeDo. They follow step-by-step instructions on a tablet to construct their model and then use block-based coding to make it move, react, or perform a specific task. Students explore basic coding concepts by creating sequences of instructions and testing how their models respond. They

Bluebot Map Navigation Activity

Activities | 2026-05-04

Bluebot Map Navigation Activity

Map Navigation Activity: In this activity, students use Blue-Bot to explore and navigate around a themed map, such as a town, zoo, or island. They input a sequence of directional commands (forward, backward, left, and right) to guide the robot from one location to another, following specific routes or reaching given targets. Students are encouraged to plan their routes carefully before testing the

Obstacle Course Challenge with Codey Rocky

Activities | 2026-05-04

Obstacle Course Challenge with Codey Rocky

Obstacle Course Challenge: Students program Codey Rocky to navigate through a simple obstacle course using block-based coding. They will use basic commands such as moving forward, turning, and stopping, while testing and improving their code to successfully complete the challenge. This activity promotes problem-solving, logical thinking, and teamwork in a fun, hands-on way. Learning Outcomes: I ca

Celebrate Europe and eTwinning with us

Activities | 2026-05-04

Celebrate Europe and eTwinning with us

   This year, on May 9th, we join other schools and educators across Europe to celebrate eTwinning Day and Europe Day, celebrations that are dedicated to collaboration, innovation, and unity within the European education community. We propose 3 color-by-code activities inspired by the official EU flag and the official eTwinning logo, as well as 2 robotics activities. In the robotics acti

Digital skills are for every learner: Explore new inclusive resources from the Atollo Project

Blog | 2026-05-04

Digital skills are for every learner: Explore new inclusive resources from the Atollo Project

Digital skills are for every learner. That includes learners with special educational needs, who may benefit from digital materials that are flexible, accessible and designed around different ways of learning. A new set of free resources from the Atollo Project gives SEN teachers, educators and schools a practical way to support more inclusive digital learning […]

Pirate-Themed Open Day

Activities | 2026-05-04

Pirate-Themed Open Day

Pirate-Themed Open Day – Thursday 17th April We organised a Pirate-Themed Open Day where parents joined their children in a variety of fun and interactive learning stations. The event promoted collaboration, creativity, and meaningful learning across the curriculum, while continuing the literacy work carried out throughout the year. Parents rotated around activities with the children, experi

Helping a Friend Through Coding and Digital Creativity

Activities | 2026-05-04

Helping a Friend Through Coding and Digital Creativity

Helping a Friend Through Coding and Digital Creativity

Dante e l'IA Socratica: Co-design di un Mentor per l'Inferno

Activities | 2026-05-04

Dante e l'IA Socratica: Co-design di un Mentor per l'Inferno

1. Inquadramento e Visione Strategica L’attività mira a trasformare l'Intelligenza Artificiale Generativa da "erogatore di risposte" (Oracolo) a "stimolatore di pensiero" (Specchio). Invece di delegare all'IA la parafrasi o il riassunto della Divina Commedia, gli studenti diventano "progettisti di apprendimento", istruendo l'algoritmo affinché agisca come un Mentor Socratico. Q

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