to Friday, November 15, 2024 1:10 PM
Osnovna škola "Kiseljak"
Invite-only in-person activity
Croatian
Osnovna škola Kiseljak, Josipa bana Jelačića, Kiseljak, Bosna i Hercegovina
📢 Učenici 6. razreda započinju svoje prvo iskustvo s programiranjem u Pythonu!
Ovaj tjedan započinjemo avanturu s instalacijom Python programa, upoznavanjem osnovnih tipova podataka i učenjem naredbe print() koja će nam omogućiti da na ekranu ispišemo svoje prve linije koda! Uzbudljivo je gledati kako se otvaraju vrata u svijet programiranja i mogućnosti koje Python pruža!
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Primary school
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Basic programming concepts
Playful coding activities
Longitude: 18.075271
Latitude: 43.946416
Geoposition: 43.946416,18.075271
Nearby upcoming activities:

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.

Secret messages
Activity Goals:
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Introduce basic concepts of computational thinking (logic, sequences, coding).
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Teach students about encryption and decryption through play.
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Encourage creative expression around the theme of summer holidays.
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Develop basic digital skills in a fun and engaging way.
Duration:
45 minutes (one class period)
Tool Used:
Secret Messages – Code.org , Galaxy- AI
Student Age Group:
3rd grade (8–9 years old)
Activity Description:
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Introduction (5 minutes):
The teacher starts with a short discussion about summer holidays:
What do students enjoy doing during summer? Where do they like to go?
Then the teacher introduces the idea of a secret message and explains why people might use codes. -
Getting to Know the Tool (10 minutes):
The teacher shows a quick demo of how to use the Secret Messages tool – typing a sentence, encrypting it, and then decrypting. -
Main Activity (20 minutes):
Each student writes a short sentence about summer holidays (e.g., "I love swimming in the sea").
They encrypt their sentence using the tool and share it with a friend or group.
The other student’s task is to decode the message. -
Sharing & Reflection (10 minutes):
A few students read their messages aloud (original and decoded).
Discuss what they learned and talk briefly about online safety and communication.

"Kodirajmo zajedno– Code Week u vrtiću"
U sklopu Europskog tjedna programiranja organiziramo tjedan aktivnosti i radionicu djece, roditelja i odgojitelja pod nazivom „Kodirajmo zajedno!“. Roditelji i djeca imat će priliku istražiti svijet programiranja kroz igru, pokret i kreativne izazove – bez upotrebe ekrana i tehnologije. Cilj nam je pokazati da programiranje ne znači samo rad na računalu, već da se osnove logičkog i algoritamskog razmišljanja mogu učiti i kroz svakodnevne igre i situacije.
Što ćemo raditi?
Pretvarati se u robote i programere – tko će bolje izvršiti zadatak?
Rješavati kodirane zadatke i staze s “tajnim blagom”
Crtati po uputama i stvarati jedinstvene “programske crteže”
I najvažnije – zabaviti se i povezati kroz igru
As part of the European Code Week, we are organizing a week of activities and a workshop for children, parents and educators called "Let's Code Together!". Parents and children will have the opportunity to explore the world of programming through play, movement and creative challenges - without the use of screens and technology.
Our goal is to show that programming is not only about working on a computer, but that the basics of logical and algorithmic thinking can also be learned through everyday games and situations.
What will we do?
Transform into robots and programmers - who will complete the task better?
Solve coded tasks and paths with "secret treasures„
Draw according to instructions and create unique "program drawings„
And most importantly - have fun and connect through play