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PLIRO / FOR TEACHERS & SCHOOLS

Help learners think like makers.

A child draws a square. You see a prediction, a loop and an idea taking shape. With Pliro, a programming lesson becomes a chance to investigate, design and explain.

Suggested ages 8–14Dutch & English

PLIRO CLASSROOM
Illustration of a teacher, pupils and Pli exploring a block-based program together.
A classroom full of different ideas. One language to bring them to life.

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 / CLASSROOM IN THE APP

Bring the class together. Talk through their code.

Invite learners into a lesson, see who has joined and read a program they choose to share. These desktop tools support a conversation about their work.

02 / THE TEACHING SEQUENCE

From an instruction to an original solution.

Four lessons to get started, each with something to make and something to explain. Set a pace that works for your learners.

Lesson & conceptWhat the learner makesWhat to look for
01
Draw a routeSequence & instructions
A route for the turtle, first on paper and then in code.
Can the learner predict where the turtle will finish?
02
Design a patternRepetition & geometry
An original shape made from repeated movements and turns.
Can the learner explain which part is repeated?
03
Find the bugTesting & improving
A repaired program, accompanied by a prediction and a test.
Does the learner change one thing deliberately and compare the result?
04
Make it your ownDesigning & explaining
An original pattern with a short explanation for a classmate.
Can the learner connect a design choice to a piece of code?

Connect the activities to geometry, visual art and explaining an approach.

03 / INSIDE THE CLASSROOM

Make a prediction. Then press Run.

You do not have to give away the solution. A good example and thoughtful questions leave room for learners to discover it.

LESSON PLAN / 45 MINUTES

  1. 5 min

    Predict

    Ask learners to draw what they think the code will do.

  2. 5 min

    Run

    Compare the result with the prediction. What do they notice?

  3. 10 min

    Investigate

    Read the code together. Which instructions belong together?

  4. 15 min

    Modify

    Change one number and investigate the difference.

  5. 10 min

    Make & explain

    Design an original variation and explain a choice.

Pliro IDE
The real Pliro IDE showing programming blocks beside their visual output.
Blocks and text belong to the same program. Learners can look, run and investigate their own changes.

This lesson structure draws on PRIMM: predicting, running, investigating and modifying code before making a program. Read Teach Computing’s teaching principles

04 / THE TEACHING KIT

Download. Print. Discover.

An illustrated Dutch-language teaching kit for ages 8–12: two pupil workbooks and a teacher guide covering four 45-minute lessons. Includes printable worksheets, code and answers. Use it for free in the browser or with Pliro Learner. All three PDFs are in Dutch.

WORKBOOK • 45 MIN

The pattern studio

Predict a shape, change the code and create your own design. With drawing grids, an experiment table and extra challenges.

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

The bug detectives

Three programming puzzles with investigation sheets and hints. Pupils test one change and explain what they discovered.

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

From first lesson to mini-exhibition

Four lesson plans, all discussion answers, preparation, differentiation and printable route, exhibition and observation sheets.

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

ROOM FOR DIFFERENT LEARNERS

One task. More than one starting point.

Everyone does not need to type the same code at the same time. Keep the learning goal and vary the support.

For the learner finding their feet

Start with a working example. Walk or draw the route first, then change one value. Read the instructions together in English or Dutch.

For the pair discovering together

One learner operates the computer while the other predicts and explains. Swap roles halfway through. Ask both which choice changed the result.

For the maker ready to go further

Add an original design requirement: a symmetrical pattern, a sequence of sizes or a reusable function. Invite the maker to help a classmate by asking questions.

LOOK DEEPER · CHOOSE THOUGHTFULLY

What does a child learn from coding?

Explore children's development, teaching approaches and the meaning of digital skills. With sources and something to try yourself.

PLIRO CLASSROOM

Make computing a regular part of school life.

Pliro Classroom brings an educator licence and learner places together. For schools guiding children as they investigate, make and discuss their own programming projects.

Start teaching

Use Pliro’s core today: English and Dutch code, Blocks, turtle drawing and original projects. The teaching kit on this page is free and does not require a Classroom purchase.

Prepare your school’s setup

Lesson hosting, individual approval, participation controls and optional program snapshots are implemented for managed deployments. Arrange educator authorisation and, for snapshots, separate program-review authorisation. Confirm the deployment and school privacy arrangements before a pilot with children.

Prices and licence terms are available from Logicos. Classroom and Creator Pro are separate add-ons.