to Monday, October 9, 2023 7:00 PM
Gymnasium Vukovar, Croatia
Open in-person activity
Croatian
Šamac 2, 32000, Vukovar, Vukovarsko-srijemska županija, HRV
Creating a Maze
Task Objective: Create an interactive maze using visual programming tools and share it on the Lino board.
Task Description: Your task is to develop your own maze that users can explore through an interactive game. The maze should include the following components:
Maze Structure: Define the basic shape of the maze, including passages, walls, and an exit. The maze should be challenging enough to require users to think about the best path to the exit.
User Character: Add a character or icon that represents the user in the maze. This character will navigate through the maze to find the exit.
User Movement: Program the user's movement through the maze. Users should be able to control the character using keyboard keys or other interactive controls.
Maze Exit: Set up the maze's goal, which is the exit that the user must find. When the user reaches the exit, the game should end and display the result.
Graphic Design: To make the game visually appealing, incorporate graphic design elements that bring the maze and user character to life. You can add colors, background images, and sound effects.
Interactivity: In addition to navigating the maze, consider adding extra interactive elements or challenges that users might encounter while progressing through the game.
Uploading to the Lino Board:
After completing your maze, share your work on the Lino board located at the following link: European Code Week Lino Board. (http://linoit.com/users/psijanovic/canvases/EU%20CodeWeek%20Scratch)
Please make sure to clearly label your submissions to ensure they are accessible and visible to all participants during European Code Week. This will facilitate the exchange of ideas and inspiration among your peers and fellow participants.
-
Primary school
Secondary school
-
Visual/Block programming
Longitude: 19.00837
Latitude: 45.34635
Geoposition: 45.346349983172,19.00836996688
Nearby upcoming activities:

A Visit to London
"A Visit to London" – Exploring London with Scratch
Grade Level: 3rd Grade
Subject Integration: ICT, English, Geography
Duration: 1–2 class periods (45 minutes each)
Tools: Computers or tablets with Scratch (online or offline version)
Activity Description:
In this fun and educational Code Week activity, 3rd grade pupils will create an interactive story or animation in Scratch based on the theme “A Visit to London.” Pupils will virtually travel to famous London landmarks and bring their journey to life with characters, dialogue, and sounds.
Using Scratch’s drag-and-drop programming blocks, students will:
-
Choose or design a character (sprite) to represent themselves.
-
Select 2–3 famous London locations (e.g., Big Ben, London Eye, Tower Bridge).
-
Create scenes showing their character visiting each location.
-
Add dialogue, narration, or facts (e.g., “This is Big Ben. It is over 150 years old!”).
-
Use code blocks to animate the journey: moving sprites, switching backdrops, and playing sounds.
Learning Objectives:
-
Introduce basic programming concepts (sequences, events, motion, and speech).
-
Develop storytelling and presentation skills.
-
Learn key facts about London in a fun, interactive way.
-
Foster creativity and digital literacy.

Pronađi moj zadatak
Aktivnosti su planirane u 4 radne etape. Prvu aktivnost provode svi učenici individualno, a ostale aktivnosti su organizirane za rad u četiri skupine.
1. aktivnost - preoblikovanje Morseovog koda u binarni kod, šifriranje riječi i razbijanje šifriranih riječi (individualni rad)
2. aktivnost - razbijanje šifre i sastavljanje tekstualnih zadataka prema dobivenim skrivenim pojmovima - rad u skupinama, 4 različita zadatka
3. aktivnost - preoblikovanje brojevnog izraza u binarni kod i postavljanje u microbit - rad u skupinama
4. aktivnost - svi tekstualni zadatci (4 različita zadatka) su postavljeni na Digipad.
Skupine međusobno razmjenjuju programirane microbitove, razbijaju šifru (zadatak postavljen u binarnom kodu), rješavaju zadatak, fotografiraju ga i objavljuju na Digipadu kao slikovni komentar uz odgovarajući, već objavljen tekstualni zadatak.

Mačka lovi loptu
LOV NA BLAGO
Opis aktivnosti:
Učenici će u Scratchu napraviti igru Lov na blago. Igra će imati glavnog junaka (npr. robota) koji se kreće strelicama na tipkovnici i mora pronaći skriveno blago na karti punoj prepreka. Kada igrač dotakne blago, prikazat će se poruka "Bravo! Pronašao si blago!"
Cilj:
- Razvijati logičko razmišljanje i kreativnost kroz osnovno programiranje.
- Upoznati osnovne Scratch naredbe za kretanje, događaje i interakciju.
Koraci aktivnosti:
- Kratko upoznavanje s osnovnim elementima Scratcha.
- Pokazati primjer gotove jednostavne igre ili animacije.
- Učenici biraju svog glavnog junaka i izgled pozadine (npr. svemir).
- Razmisliti gdje će sakriti blago i kakve prepreke će staviti.
- Napraviti skripte za kretanje junaka.
- Postaviti pravilo: kada se junak dotakne blaga - promjena pozadine ili prikaz poruke.
- Dodati prepreke koje vraćaju junaka na početak ako ih dotakne.
- Igrati svoje igre i međusobno ih isprobati.
- Svaki učenik može ukratko opisati kako funkcionira njegova igra.