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CODEWEEKGame: Little Programmers

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How to play: The game is played in groups. To set up the game, arrange the participants in a line (or circle). Use basic coded commands to guide the participants. For example: 1 – walk 2 steps forward 2 – raise your hands high 3 – turn in a circle 4 – take 3 steps backward 5 – jump 6 – clap your hands 7 – stomp your feet 8 – squat down 9 – bow Guide the participants as if they are little programmers following simple code. For example, if you say 3,14159 265 35, they should follow the sequence of commands and perform the corresponding actions. Each round can have new commands or new rules can be added.   Wishing you much success and fun! ------------------------------------------------ Игра: Мали програмери Како да се игра: Играта се игра во групи. За да создадеш играта, ќе ги распоредиш учесниците во ред (или круг). Користи некои основни кодирани команди за да ги водиш учесниците. На пример: 1 – изоди 2 чекори напред 2 – крени ги рацете високо 3 – Заврти се во круг 4 – помини 3 чек...

CODEWEEK - Game: Algorithmic Race

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  How to play: Divide the participants into two teams. The goal of the game is to guide your team through an unknown terrain using only algorithmic instructions. For example, at the start of the path, you can set a START with several instructions, like: Jump 3 times, turn 90 degrees to the left, .......... then the team will need to guide them with clear instructions – algorithms – to lead them to the goal. For example: walk 10 steps forward, turn 90 degrees to the right, jump 3 times, look up, and so on. To make the game more interesting, we can introduce a time limit and add some unexpected obstacles that the team needs to overcome.   Wishing you much success and fun! -------------------------------------------- Игра: Алгоритамска трка Како  се игра: Подели ги учесниците во два тима. Целта на играта е да ги водат своите тимови низ непознат  терен  користејќи само алгоритамски  инструкции. На пример, на почетокот на патеката можеш да поставиш СТАРТ со неко...

I Am a Robot / Jaс сум робот

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  How to Play: Set up a grid on the floor - use tape to create a 5×5 grid (you can make it smaller or larger depending on the space).Choose one “robot” (a student) and one goal/target, which is placed on a square in the grid. Another student or a group of students must create a set of precise instructions (an algorithm) to guide the robot to the goal.The instructions are given using instruction cards: “Move forward,” “Turn left,” “Turn right,” etc.The robot moves only according to the given instructions — without thinking on their own.If the robot does not reach the goal, the students must find where the mistake is (debug) and correct the sequence. Како се игра: Поставете мрежа на подот – со лепенка направете 5×5 полиња (може и помалку/повеќе, според простор).Изберете еден „робот“ (ученик) и едно засолните што ќе се постави на некое поле од мрежата. Друг ученик или група ученици треба да направат точни инструкции (алгоритам) за да го водат „роботот“ до целта. Инструкциите се даваат...

Code the Robot / Кодирај го роботот

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  Code the Robot / Кодирај го роботот Goal: To introduce students to the basics of algorithmic thinking, giving instructions (commands), and problem-solving — without using technology. Materials Needed: Tape to mark the floor (or chalk, or sheets of paper with numbers/arrows) "Command cards" (move forward, turn left, turn right, pick up object) Objects to "collect" (e.g., balls, blocks, paper stars, etc.) Space in a classroom or yard   Participants: Divide students into pairs or small groups (up to 4 students). One student is the “robot,” the others are the “programmers.” How to Play: Create a grid on the floor (e.g., 5x5 squares) using tape or paper. This is the “field.” Place objects on certain squares (to collect “stars”). The “robot” stands at the starting square and waits for instructions. The “programmers” must guide the robot to the goal by giving a sequence of instructions (e.g., “move forward 2 times,” “turn right,” “move forward,” “pick up object”). The ro...

How to transform social and emotional learning through eTwinning / Како да се трансформира социјалното и емоционалното учење преку еТвининг

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Designing a Smart School Library Management System / Дизајнирање на паметен систем за управување со училишна библиотека

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AI Education: Challenges, Risks, and Skill Development for the Future/Едукација со вештачка интелигенција: Предизвици, ризици и развој на вештини за иднината

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     In the 21st century, artificial intelligence (AI) is no longer just a technology of the future – it is becoming an integral part of our daily lives, and education is no exception. As an advocate for the use of AI in teaching, I firmly believe that with proper implementation and ethical human behavior, we can achieve significant progress in the development of humanity and the quality of education.    AI offers enormous potential to enhance the teaching process. With intelligent algorithms, teachers can gain insight into each student’s individual needs, identify learning gaps, and create personalized strategies. At the same time, students have the opportunity for tailored learning and rapid access to information, enabling them to develop critical 21st-century skills. For example, with AI-powered learning analytics, a teacher can identify which students struggle with a specific topic and provide additional resources, while students can learn at their own pace ...