Scratch and first programs
Creating animations, games and simple programs with visual programming. An idea becomes a sequence of steps, with the result immediately visible on screen.
PROGRAMIGRANJE · KRAGUJEVAC · 2017
From curiosity to a first program.
ProgramiGranje is an idea by Miloš Milosavljević, an IT teacher from Kragujevac: helping children discover programming and robotics through play, experiments and hands-on work. It received development support through the “Live Your Idea” competition organised by SBB and the SBB Foundation.
View the photographs ↓
What if a child could make a game instead of simply playing one? Or write a program and watch a robot follow its instructions? These questions inspired ProgramiGranje. Its aim was to introduce primary school children to the creative side of technology and develop logical thinking, patience and independent problem-solving.
The workshops were designed as an accessible, practical complement to school learning. Free participation was intended to welcome children regardless of their families’ financial circumstances, while small groups allowed more time for questions, experiments and individual guidance.
Creating animations, games and simple programs with visual programming. An idea becomes a sequence of steps, with the result immediately visible on screen.
Connecting code to a robot’s movement: testing commands, observing results and improving solutions through practical tasks.
The programme planned to introduce Arduino controllers and Raspberry Pi computers, using sensors, motors and LEDs to connect computing, electronics and mechatronics.
In July 2017, ProgramiGranje was named one of four winning ideas in the “Live Your Idea” competition. The organisers received 580 applications from more than 70 places across Serbia. Selection opened the way for SBB Foundation support to implement the workshops.
The idea was conceived and led by Miloš Milosavljević, a teacher with years of experience working with children. Radoje Domanović Primary School provided a digital classroom with 25 computers, a projector and an interactive whiteboard. Parents and the school also helped obtain the initial equipment.
The project application emphasised expert instruction, suitable equipment and learning adapted to each child. The equipment was intended to benefit future groups too. The longer-term ambition was to expand the programme and connect with other communities.
Programming, robots and exploring together — photographs from the project.
This programme description is based on the 2017 project application and contemporary media reports. Longer-term ambitions are presented as project goals. Linked articles are in Serbian.