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Activities | 2026-10-28
Digitalni graditelj – programiraj 3D model
Učenici programiraju jednostavan 3D predmet koristeći geometrijske oblike i naredbe za njihovo premještanje, ponavljanje i oblikovanje.
Activities | 2026-10-28
Decode the Animal! – Coding Through English
Description: Decode the Animal! – Coding Through English In this unplugged coding activity, primary school students will combine English language learning with computational thinking. Working individually or in small groups, students will follow a colour-coded grid and simple instructions to reveal a hidden animal. After decoding the picture, students will identify the animal and describe it
Activities | 2026-10-28
Moja pametna kuća budućnosti
Učenici osmišljavaju pametnu kuću koja štedi energiju i povećava sigurnost stanara.
Activities | 2026-10-28
Robot na zadatku– pronađi put do cilja
Učenici osmišljavaju put kojim robot mora doći od početne točke do cilja, izbjegavajući prepreke.
Activities | 2026-10-28
Halloween Coding Adventure
1. Introduction The teacher introduces the topic of Halloween and revises related vocabulary (pumpkin, ghost, witch, candy, bat, spider). Students look at the worksheets and learn that they will develop logical thinking and problem-solving skills through fun activities. 2. Main Activity Students work individually or in pairs to solve the Halloween worksheets. They complete mazes, find hidden words
Activities | 2026-10-28
nizanje
Slijedovi i algoritmi, nastavi niz, uvod u kodiranje: dijete slaže drvene kocke prema zadanome u definirani logički niz. U ovom slučaju crvene i zelene kocke. Slaže ponavljajući uzorak što predstavlja bazu za razumijevanje algoritama i ponavljajućih uzoraka. U ovoj aktivnosti razvija se računalno razmišljanje kroz prepoznavanje oblika/uzoraka i logično zaključivanje. Aktivnost potiče
Activities | 2026-10-28
PAMETNI SEMAFOR- programiraj promet
Učenici izrađuju program koji upravlja prometnim semaforom. Određuju redoslijed uključivanja svjetala i trajanje pojedinoga signala.
Activities | 2026-10-28
AI Everywhere Pitch Day: From Holiday Views to Studying Tools
Not every problem needs an AI solution. Figuring out which ones do was one of the challenges that students tackled in the AI Everywhere module. AI is everywhere, but using it well still relies on good human thinking. During the AI Everywhere module, students explored how artificial intelligence could support travel and education, two areas where user experience matters a lot. Some teams chose to f
Activities | 2026-10-28
uvod u kodiranje (oblici i boje)
Uvod u kodiranje i prostornu orijentaciju: dijete bira oblike iste boje. Dijete slaže geometrijske oblike prema zadanom modelu ili određenom redoslijedu/algoritmu. Aktivnost potiče rano logičko razmišljanje kroz prepoznavanje oblika, boja i prostornih odnosa. Fokus je na uočavanju uzoraka, rješavanju problema i preciznom izvršavanju radnji.
Activities | 2026-10-28
DI kūryba ir informacijos detektyvai: kurk, tikrink, neapsigauk
Kaip pasitelkti dirbtinį intelektą kūrybai ir kritiškai vertinti jo sukurtą turinį? Medijų ir informacinio raštingumo savaitei skirtame 50 minučių interaktyviame susitikime bibliotekoje dalyvaus 14–19 metų jaunuoliai, besimokantys „YouTHink“ pilotiniuose mokymuose. Projekto pavyzdžiais susipažinsime, kaip naudojant generatyvinį DI buvo kuriami personažai, vaizdo įra
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