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PLIRO / FOR TEACHERS & SCHOOLS

Give pupils room to try their ideas.

A few instructions make a square appear. Change a number and it becomes something else. With Pliro, pupils can try a prediction, see what happens and explain what they have learnt.

Suggested ages 8–14Code in English

PLIRO CLASSROOM
Three pupils explain a route they have planned to their teacher, with Pli beside them.
Different ideas, with room for everyone to have a go.

STEM · LEARN BY MAKING

Turn curiosity into understanding.

STEM connects subjects through a meaningful challenge. Pupils apply maths, investigate a question and improve a design. Ask them to predict, compare the result and explain their discoveries to a classmate.

STEM stands for Science, Technology, Engineering and Mathematics: exploring questions, understanding tools, designing solutions and working with numbers.

A child and Pli investigate materials with a magnifying glass beside a laptop.

Science

Explore a question

Change one number in a drawing. Predict the result, try it out and explain what you see.

Pli connects coloured blocks to instructions on a screen.

Technology

Understand what code does

Give the computer instructions with blocks or text. Find the step that makes your drawing move.

Pli builds a circuit on a worktable, with programming blocks on the screen.

Engineering

Build, test and improve

Design a route or a game rule, let someone try it and improve one part of your solution.

Pli draws shapes and patterns on a tablet beside a screen with code.

Mathematics

Make numbers visible

Explore angles, distances and patterns with the turtle. A square needs a turn of 360 / 4 degrees.

TRY IT TOGETHER

From four sides to six: what needs to happen to the turning angle? Ask your child to predict, draw and compare.

Explore the free lesson pack

These first STEM projects work with free Learner. Physical projects with lights or sensors need a Raspberry Pi and suitable separate components, with adult guidance.

Background: Council for Science and Technology on STEM education

01 / GETTING STARTED

Start with one instruction. Build from there.

These four lesson ideas begin with a simple drawing and build towards a project pupils can explain. Adjust the pace and support to suit your class or coding club.

Lesson and ideaWhat pupils makeWhat to look for
01
Draw a routePutting instructions in order
A route for the turtle, first on paper and then in code.
Can the pupil predict where the turtle will finish?
02
Design a patternRepeating steps and exploring shapes
An original shape made from repeated movements and turns.
Can the pupil explain which steps repeat?
03
Find and fix a mistakeTesting & improving
A corrected program, with an explanation of what went wrong and how they checked it.
Can the pupil choose one change and explain what it did?
04
Make it your ownDesigning & explaining
An original pattern with a short explanation for a classmate.
Can the pupil point to the instruction that creates part of their pattern?

Link the activities to maths, art and explaining an idea clearly.

02 / INSIDE THE CLASSROOM

Make a prediction. Then press Run.

Start with a short example. Give pupils time to predict, discuss and try a change before showing them a solution.

LESSON PLAN / 45 MINUTES

  1. 5 min

    Predict

    Ask pupils to sketch what they think the instructions will draw.

  2. 5 min

    Run

    Start the program. Does the drawing match their prediction?

  3. 10 min

    Investigate

    Read the instructions together. Which steps draw each part?

  4. 15 min

    Change

    Change one number and talk about the difference it makes.

  5. 10 min

    Make & explain

    Make a pattern of their own and explain one choice to a partner.

The Pliro app
Coloured coding blocks beside the drawing they create in the Pliro app.
Blocks and typed instructions are two ways to work on the same program. Pupils can try a change and see its result.

This follows an approach called PRIMM: predict what code will do, run it, investigate it, modify it, then make something of your own. Read the Teach Computing guidance

03 / TEACHING RESOURCES

Printable resources: currently in Dutch.

The original teaching kit is in Dutch. It includes two pupil workbooks and a teacher’s guide for ages 8–12, with four 45-minute lessons. The downloads below open on pliro.nl. For an English activity, use the lesson ideas on this page.

WORKBOOK • 45 MIN

The pattern studio

Draw a shape, change the instructions and create a new pattern. Includes drawing grids, spaces to record results and extra challenges.

Download Dutch PDFPDF · A4 · Dutch · 5 pages · 0.6 MB
WORKBOOK • 45 MIN

The bug detectives

Three coding puzzles with hints and space to record what happens. Pupils try one change and explain what they discover.

Download Dutch PDFPDF · A4 · Dutch · 5 pages · 0.7 MB
TEACHER’S GUIDE

From first lesson to mini-exhibition

Four lesson plans with answers, preparation notes and ideas for extra support or challenge. Includes printable activity and observation sheets.

Download Dutch PDFPDF · A4 · Dutch · 10 pages · 0.9 MB

HELP EVERY PUPIL TAKE PART

The same idea, with the right support.

Pupils do not all need to type the same instructions at the same speed. Keep a clear learning goal and adjust the help or challenge.

For pupils who need a starting point

Open an example that works. Walk the route or draw it on paper, then change one number. Read the English instructions together.

For pupils working in pairs

One pupil uses the computer while the other predicts what will happen. Swap roles halfway through and ask each pupil to explain a change.

For pupils ready for a challenge

Ask for a symmetrical pattern, a series of different sizes or a set of instructions they can reuse. They could help a classmate by asking questions rather than taking over.

IDEAS AND GUIDANCE

What does a child learn from coding?

Find out what children can practise through coding, how to help them and what the research says. Each guide includes an activity to try.

PLIRO CLASSROOM

Explore the Classroom option.

Pliro Classroom is a paid option for schools, bringing together a teacher licence and pupil places. You can try the basic coding activities with free Learner first.

Try a lesson for free

Start with English instructions, coloured blocks and turtle drawings in Pliro Learner. You do not need to buy Classroom to try the activities on this page.

Classroom features are still being developed

Pupils can already join a classroom session. Teacher controls, an overview of the class and sharing work are not yet complete. Check the current features and licence terms before buying.

See Logicos for prices and licence terms. Classroom and Creator Pro are separate paid options.