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Meowssion Possible: Coding with the 6 Paws Method

Activities | 2026-06-11

Meowssion Possible: Coding with the 6 Paws Method

In this Code Week activity, students explore how to support a newcomer at school through coding, collaboration, and social-emotional learning. The activity is based on the “6 Paws Method”, a simple problem-solving and communication framework: 1️⃣ Stop → 2️⃣ Breathe → 3️⃣ Speak → 4️⃣ Listen → 5️⃣ Find a Solution → 6️⃣ Reconnect The scenario focuses on a new cat

Meow-ssion possible Scenes

Activities | 2026-06-11

Meow-ssion possible Scenes

In this activity, students explored everyday challenges and social situations that children may encounter at school, at home, or in their interactions with peers. Using collaborative word clouds, they identified key elements, emotions, characters, and situations that reflect common problems in their daily lives. Based on the selected keywords, students generated visual scenes with Artificial Intel

CatMap Teachers

Activities | 2026-06-11

CatMap Teachers

As an introductory Code Week activity, teachers use Artificial Intelligence (ChatGPT) to creatively transform themselves into cat characters. Each participant creates a short presentation introducing their "teacher-cat" persona, their school, and their project team. After creating their cat identities, participants collaborate to build a shared CatMap, where every teacher-cat is placed according t

Programmierworkshop in Zusammenarbeit mit der HTL Grieskirchen

Activities | 2026-06-11

Programmierworkshop in Zusammenarbeit mit der HTL Grieskirchen

In Zusammenarbeit mit einer Lehrerin von der HTL Grieskirchen fand in den beiden 1.Klassen ein Workshop zum Einstieg in die Welt des Programmierens statt. Dabei durften die SuS unter Anleitung auf ihrem eigenen Laptop mit Programmen wie studio.code.org und scratch.mit.edu verschiedene Aufgaben bearbeiten und lösen.

If - then game

Activities | 2026-06-10

If - then game

Lesson Procedure 1. Introduction (5 minutes) The teacher asks students: What do you do if it starts raining? What do you do if you are hungry? What happens if your alarm clock rings? The teacher writes some answers on the board. Examples: If it rains, then I take an umbrella. If I am hungry, then I eat. If my alarm rings, then I wake up. The teacher explains: “Computers make decisions in

Masal Kahramanlarını Kodluyorum

Activities | 2026-06-10

Masal Kahramanlarını Kodluyorum

Masal Kahramanlarını kodlayarak daha yakından tanıma şansı elde eder.

Dünyanın En iyi Kodlayıcıları:Babalarımız

Activities | 2026-06-10

Dünyanın En iyi Kodlayıcıları:Babalarımız

 Dünyanın En İyi Kodlayıcıları: Babalarımız! 📍 Ortak Kod: Kod-Süper Baba 📍 Öncü Öğretmenler: Tr-Golbasi-024 📍 Etkinlik Süresi: 15-21 Haziran 📌 Okul Öncesi – İlkokul: Renklerle Kodlanan Kahraman Baba (Pixel Art) Öğrenciler, bir ızgara üzerindeki sayıları ve renk kodlarını takip ederek gizli bir görsel oluştururlar. Görev: "1=Kırmızı,

Dünya'nın En İyi Kodlayıcıları Babalarımız

Activities | 2026-06-10

Dünya'nın En İyi Kodlayıcıları Babalarımız

Babalar Günü kapsamında öğrenciler yaş gruplarına uygun kodlama etkinlikleri gerçekleştirir. Okul öncesi ve ilkokul öğrencileri renk kodlarını takip ederek "Süper Baba" temalı Pixel Art çalışması oluşturur. Ortaokul öğrencileri Scratch veya mBlock kullanarak babaları için etkileşimli dijital kutlama kartları tasarlar. Lise öğrencileri is

The Hidden World of Numbers

Activities | 2026-06-10

The Hidden World of Numbers

In this creative coding workshop, students will use block-based coding in Code Club World to create music and dance sequences using numbers, patterns, and simple algorithms. Through this creative activity, they will develop computational thinking, problem-solving skills, and digital creativity while having fun with coding.

Code&Create: Мисли. Създавай. Вдъхновявай.

Activities | 2026-06-10

Code&Create: Мисли. Създавай. Вдъхновявай.

Проектът „Code&Create: Мисли. Създавай. Вдъхновявай.“ предостави на деца и родители възможност да се потопят в света на програмирането, дигиталното творчество, алгоритмичното мислене и безопасното използване на интернет чрез интерактивни и практически дейности. В периода април – май 2026 г. участниците се включиха в поредица от занимания, които съчетаваха учене чрез преживява

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