S. Trilles, J.F. Ramos, M. Santagueda, P. Verdoy, C. Granell
Sucre4Kids is a sub-initiative of the broader Sucre programme, which aims to foster computational thinking throughout the entire pre-university educational stage. Specifically designed for children aged 5 to 8 years, Sucre4Kids introduces core programming concepts—such as conditionals, sequences, and loops—through a tangible approach tailored to early childhood and lower primary education. Its pedagogical framework prioritises sensory engagement, physical manipulation, and age-appropriate abstraction. Rather than relying on traditional digital devices, the system uses programmable NFC cards and a dedicated hardware platform to create intuitive, hands-on learning experiences.
At the heart of the system lies the SucreCore, a microcontroller-based device equipped with Wi-Fi, an NFC reader, a rechargeable battery, and a small display. Children use SucreCards—durable cards featuring pictograms and embedded NFC tags—to build their programmes. These cards are arranged in sequence and scanned with the SucreCore. A special “Run” card initiates execution, offering immediate feedback.
The design is aligned with the developmental characteristics and educational context of the target age group. Classrooms typically involve collaborative work, hands-on activities, and early literacy development. Sucre4Kids uses geometric shapes to label hardware connectors instead of technical terms, lowering cognitive barriers and encouraging exploration.
The programming model includes three interaction modes. In the basic mode, compound condition-action cards represent simple if–then–else logic. The advanced mode introduces discrete IF, THEN, and ELSE elements and Boolean operators such as AND and OR, allowing for more sophisticated conditional structures. A third mode supports musical composition: children sequence note and rhythm cards and apply loops to repeat patterns.
All modes include control cards for clearing, resetting, and replaying sequences, promoting procedural thinking and iterative refinement. This encourages children to grasp fundamental programming logic and develop structured reasoning.
Sucre4Kids is currently undergoing validation through teacher training and pilot classroom activities. Initial feedback highlights strong pupil engagement, ease of integration into routines, and alignment with pedagogical goals. Teachers report that children understand basic logic structures and cause-effect relationships using the tangible interface, even without prior coding experience.
Future development will extend the programming vocabulary with constructs such as variables and functions, and introduce interdisciplinary learning scenarios involving storytelling, music, and science. By embedding logic in familiar and playful contexts, Sucre4Kids offers a solid foundation for digital competence and scientific curiosity from the start of formal education.
Keywords: Sten, programming, computational thinking.