Kodla Zıpla is being tested with teachers. Request a free trial for your school
Block coding and algorithms game

Code, jump,
and
learn tower by tower.

A child arranges the blocks in order, presses Run, and the hero sets off. Kodla Zıpla starts with picture blocks in kindergarten, then climbs tower by tower through loops, conditions, and data, all the way to Python.

Cıvıl at the foot of the stairs in the Renkli Duvarlar tower, with the treasure chest at the top
Loops, conditions, data14 towerskindergarten to grade 8
Why Kodla Zıpla

Try it first, then shorten it,
then build your own.

From picture blocks to Python

Wordless picture blocks in kindergarten, blocks with words in elementary school, pseudocode and Python in middle school. The same heroes, the same towers.

Mistakes are clues

When a program breaks, the game says what happened: "Lale bumped into the wall." The child looks at the block, fixes it, and tries again.

Look for the shortest path

Three stars: finish the task, finish it on the first try without looking at the solution, and write the shortest program.

No reading needed to start

In the kindergarten tower, the blocks are wordless pictures; children build a program by tapping. Audio narration for the tasks is being prepared.

Try it free

Five levels,
no sign-up.

Five medium-difficulty levels from the real game. Play in your browser; your progress stays only on this device.

Add blocks from the tray at the bottom to your program, then press Run (Çalıştır). The game is in Turkish.

Open full screen
The tower path: the Çimen, Gök, Kum, and Orman towers and the AI Lab door
A staircase level in the Gök tower
About the game

Every tower a concept,
every floor a step.

The tower path unlocks grade by grade. On each tower's floors, children work on sequencing, loops, conditions, data, breaking problems into parts, and debugging; at the summit, it all comes together. A child who gets stuck drops down to the same floor of the tower below, then comes back up.

PicturesKindergarten: wordless blocks
BlocksGrades 1–6: blocks with words
PythonGrades 6–8: pseudocode and Python
Towers by grade

A tower for every age.

Children start at the tower for their grade. Lower towers stay open for review; higher ones unlock once the summit is complete.

Kindergarten
Cıvıl in Renkli Duvarlar

First blocks

Sequencing with wordless picture blocks, counting steps, and a first loop.

Renkli DuvarlarSee the tower
Grades 1–2
Lale in the Gök tower

Repetition and choice

Turn, Repeat, and If with pictures; spotting the part that repeats to shorten the program.

Çimen Kule · Gök KuleSee the tower
Grades 3–4
Cemile in the Kum tower

Decisions and conditional loops

If/else, "until" loops, sensors; a program that works even when the tower changes on every run.

Kum · Orman · FabrikaSee the tower
Grades 5–8
The crane and tubes in the Depo tower

Data, functions, Python

AND/OR, variables, arrays, functions with parameters; then the same towers in pseudocode and Python.

Renk Atölyesi → Robot Atölyesi · Code TowersSee the tower
What does a lesson look like?

Forty minutes,
the same five steps in every lesson.

The lesson structure from the teacher's guide. Transitions get shorter as children learn the routine; the first two lessons are unplugged.

10 min

Unplugged warm-up

Experiencing the concept through movement or cards: Human Robot, the chair game.

5 min

Introduction

Watching a faulty program together: "Where did this program take us?"

5 min

Concept

The new block's name and an everyday example.

15 min

Play

Pair work: one child writes, the other watches; they switch roles at every level.

5 min

Assessment

Counting the loop's repetitions and an exit ticket: "How many times did the loop go around?"

For schools

Game, workbook, and guide, together.

Kodla Zıpla is designed to be played in class with a teacher. Lessons away from the computer are part of the plan, too.

01

Teacher's guide

Scope and sequence, 40-minute lesson plans, and floor-by-floor teacher notes.

02

Workbook

Two volumes: a paper page for every floor of the game, plus cut-and-play block cards.

03

Unplugged lessons

The first two lessons for every tower use movement and cards: Human Robot, the programmer on the grid.

04

Maarif and CSTA alignment

The guide lists each lesson's learning outcome and the matching codes from Türkiye's Maarif curriculum and the CSTA standards.

05

Description, not praise

The game doesn't say "Good job"; it describes what the child did: "You finished with 3 blocks."

06

Children's information is protected

The game does not ask children for an address, phone number, or photo, and the AI section does not use a camera or microphone.

AI Lab

Teach the machine,
then code it.

The child shows example cards to a gatekeeper, and the gatekeeper learns to make decisions from the examples. Children see how it makes mistakes when it has too few examples, and how it becomes biased when it is always shown the same kind of example. The lab has 31 tasks: Teach the Machine, Test the Helper, and the Experiment Floor.

AI Lab: the Teach the Machine floors
Planting saplings with the AND block in Kiraz Bahçesi
Inside the game

The path doesn't end with the towers.

Doors along the tower path lead to text-based coding, artificial intelligence, making your own game, and short computing modules.

The Pseudocode Tower

Code Towers

The same levels, first in Turkish pseudocode, then in Python: 3 towers, 105 levels.

AI Lab

AI Lab

A gatekeeper that learns from examples, a helper that works with request cards, plus prediction and experiments.

Game Workshop floors

Game Workshop

Build your own small game with events, keep score, and share your code with a friend.

Learn · Play · Ask modules

Learn · Play · Ask

Nine short modules, including "Can I share this?", "Is it real?", and the parts of a computer.

Tower residents

Each tower has its own resident.

Eleven heroes, eleven towers. In each tower, the child guides a different hero to the treasure chest.

Pamuk

Pamuk

Çimen Kule · Grade 1

Repeats with a loop and looks at the tower to choose the right block.

Lale

Lale

Gök Kule · Grade 2

Climbs the stairs with Repeat and checks what's ahead before jumping.

Cemile

Cemile

Kum Kule · Grade 3

Uses If/else to get past a tower that changes every time.

Pıtırcık

Pıtırcık

Orman Kule · Grades 3–4

Walks until reaching the wall; a condition says when to stop.

How does the game talk?

It describes the program, not the child.

"You finished with 4 blocks. The shortest solution is 3 blocks."

When a level ends, the game states the result in numbers. The child looks for a shorter way.

End-of-level windowat the end of every level
"Cemile bumped into the wall."

The error message describes what happened. The teacher asks: "Which block did that?"

Error messagewhen a program breaks
"The program didn't finish in 300 steps; the loop may never stop."

When a loop doesn't stop, the Stop button flashes; the child checks the condition.

Infinite loopOrman tower and above
What's in the game

Tower by tower, door by door.

14towers, kindergarten to grade 8
105Code Tower levels (pseudocode and Python)
31AI Lab tasks
9Learn · Play · Ask modules
Materials

Classroom-ready printables.

Printed materials to use alongside the game. All in Turkish, A4 size.

Teacher's Guide cover
Teacher 34 pages

Teacher's Guide

A sample lesson plan page
Teacher in the guide

Sample lesson plans

Workbook Volume 1 cover
Child 54 pages

Workbook · Volume 1

Workbook Volume 2 cover
Child 79 pages

Workbook · Volume 2

FAQ

Frequently asked questions

The questions schools and parents ask most often. If you don't find your answer here, write to us.

What language is the game in?

The game and the printed materials are in Turkish for now. This website is available in four languages.

Which grades is it for?

Kindergarten to grade 8. From kindergarten to grade 6, eleven block towers unlock grade by grade; in grades 6–8, three Code Towers continue with pseudocode and Python.

Which devices does it run on?

It runs in a web browser on computers and tablets. Keyboard Bridge lessons require a keyboard.

Do children need to be able to read?

In the kindergarten tower, the blocks are wordless pictures. Audio recordings that read the tasks aloud are being prepared.

Are there unplugged lessons?

Yes. The first two lessons for every tower are unplugged; the instructions are in the teacher's guide, and the children's pages are in the workbook.

What information is collected from children?

The game does not ask children for an address, phone number, or photo. The AI section does not use a camera or microphone.

How do we get started at our school?

Request a trial for your school. We'll send your teachers a login code so they can try the game in their own classes. Then we'll plan together which class starts with which tower.

How about a trial lesson at your school?

One class, forty minutes. The children write their first programs, and you see how the game works in a real classroom.

Free trial for your school

Fill out the form, and we'll send your teachers a login code so they can try the game in their own classes.

Which grades would you like to try it in?