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Classroom

The question every teacher asks first is whether this survives a real 45-minute period with twenty-five pupils on shared school hardware. This hub is built around that test, not around a demo reel.

Overhead view of a classroom drawn as plain shapes: rows of identical small rectangles with one larger rectangle set apart at the front.

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Practice report

Coding in Spanish pilot schools: what held up

A classroom-level account of the Spanish pilot schools: what ran to plan, what needed adjusting, and what an ordinary lesson slot looked like in practice.

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Learning path

Game logic in class

Variables, conditions and character interaction, worked through in three steps sized for a normal lesson slot rather than a free afternoon.

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Practice report

What the school network has to do first

Bandwidth, security rules, device management and where the grades end up. The Spanish pilot failed on all four, and pupils blamed the app for it.

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Teaching method

Starting from a half-finished game

A blank project is close to the worst opening for a 45-minute lesson. Why handing pupils something that already runs is scaffolding rather than cheating.

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Evidence

Teachers called it desirable, pupils shrugged

The Spanish pilot produced two different verdicts on the same term. What a neutral rating from teenagers actually tells you, and why the novelty wearing off was a good sign.

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Classroom tool

Create@School

The school edition of Pocket Code the project built: subject templates, pre-coded game mechanics, lesson-length tasks and a dashboard for the teacher. No longer operated, but its record stays here.

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Devices, accounts, network

A class of twenty-five is rarely twenty-five working devices. Add a shared cart of school laptops, a wifi network that drops under load and a login system nobody remembers the password for, and the lesson is over before the coding starts. None of that shows up in a demo. Setting it up, testing it and having a fallback ready is its own piece of preparation, done before the bell rings.

One room, different speeds

A class rarely moves at one pace. Some pupils finish the set task with ten minutes still on the clock; others are still working out what a variable does when it ends. Noise is part of the same problem: twenty-five pupils testing a game each, all at once, needs sound off by default, not as an afterthought. Work with an obvious next step built in survives this better than a lesson with one fixed finish line.

What this hub covers

The entries below start from what actually happened, not from a pitch. The practice report covers one set of pilot schools directly; the full run of trials is documented on the pilot schools archive. The tool those lessons were built around, Pocket Code, is still free and open source and runs on a phone a pupil already owns, which is one fewer argument to have with a budget before a lesson can start.