Create. Test. Try again.
From shapes to Python logic: choose an activity and learn by trying.
One idea. Make it yours.
Choose an activity, try a change and see what happens.
The shape that comes next
Look at the pattern. Which shape is missing at the end?
Choose a shape. You can try more than once.
A meeting in three instructions
Start the character, move towards a friend, then say hello. Add the blocks in the right order.
Choose your first instruction.
The content stays. The style changes.
Change the title, colour or size. Watch the page and its matching CSS rules.
My inventors club
Here we explore, share ideas and create together.
HTML + CSSHTML supplies the content. CSS changes its presentation.
Predict the program’s branch
Choose a starting score, follow the variable, then predict the displayed message.
Output
Follow the addition, then the “greater than or equal to 5” condition.
This simulation follows only the displayed instructions. It does not run freely entered code.
No account needed. Choices and results from these activities are neither sent nor saved.
Mission: reach the star.
The robot starts at the bottom left. Put the arrows together, then test your sequence.
Start: column 1, row 3.
My program
Add up to 10 arrows. You can remove the last one or start again.
Your arrow sequence will appear here.
Ready? Choose your first arrow.
What did you discover?
Order matters! The robot follows the instructions exactly. If the path does not work, change an arrow and try again: that is part of programming.
This introductory challenge needs no account. It does not save results or learning progress.
Explore creative learning paths