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Children's Librarypublished by: East Accelerator Foundationhost: kagami.bgfree for everyone
kagami.bg/en/deca · children's library · lesson · machine-readable viewVERIFIED 2026-11-01 · AI-assisted: yes · reviewer: awaiting teacher and psychologist
IDENTITY
id
DB-PZ-05 · Key, Code, Card (BG: Ключ, код, карта)
track
PZ · The Guardians (safety systems for children) · lesson 5 of 8
level
Tinkerer (change · fix · combine) · two levels: ages 7–10 (grades 1–4) and an extra task for ages 11–13 (grades 5–7)
duration
10–15 min on screen + 10–15 min without a screen (with other children or an adult)
school link
supports Technology and Entrepreneurship (simple systems, logic) and the library's digital-safety lessons on passwords (DB-IB-01) as a cross-curricular topic
publisher
East Accelerator Foundation (Фондация „Източен Акселератор“) · host: kagami.bg
access
free · no account · no data collected · works offline
trust
VERIFIED 2026-11-01 · AI-assisted: yes · reviewer: awaiting teacher and psychologist
versions
bg: /deca/DB-PZ-05_klyuch-kod-karta.html · en: /en/deca/DB-PZ-05_klyuch-kod-karta.html · parent guide: /deca/pomagalo/DB-PZ-05_klyuch-kod-karta.html
LEARNING OBJECTIVES
KEY CONCEPTS
STRUCTURE
ANSWERS
SAFETY
NEXT

DB-PZ-06 · Mine and Ours · back: DB-PZ-04 · Smoke and Heat

SOURCES · LICENCE
METADATA
path
6 · social impact
determinant
physical environment
sdg_target
4.7
who_criterion
accessibility
impact_type
prevention · education
DIGCOMP 3.0
framework
DigComp 3.0 (JRC144121, doi:10.2760/0001149)
primary
none (technology-understanding lesson: how safety systems work; no primary DigComp 3.0 competence)
secondary
4.2 Protecting personal data and privacy
mapping
proposed 2026-11-01 by the lesson goal · confidence: medium · not a measured outcome
TAGS
kidsages-7-13safetyaccess-controlpasswordstwo-factorlogic-puzzleunpluggedbgen
VERIFIED · 01.11.2026 AI help: yes reviewer: awaiting teacher and psychologist

Key, Code, Card

Every door asks one thing: “May you come in?” The answer is a pass. It is something you have, something you know or something you are. Today you are the engineer of the club door.

⏱ 10–15 min Tinkerer The Guardians · 5 grades 1–7 · two levels
You will be able to sort passes into three kinds and crack an invented code from clues.

For the parent: a one-page guide — a secret-code game, a who-comes-in log and a talk about codes at home.

01Remember

Think about each question, then open the answer.

How does the magnet on the door know the door is open?

Its two parts are no longer next to each other. You know it from the lesson “The Building's Senses”.

What makes a good password?

Long and hard to guess — like in the lesson “Passwords Even a Dragon Can't Guess”. And it is kept secret.

What is a key for?

It unlocks one door. Whoever has the key can come in.

02Story

This story is made up.

In the yard, Nia, Bobby and their friends are building a club — a tent made of blankets.

“We need a door!” says Bobby. “And a pass.”

“We don't have a key,” Nia laughs. “Let's invent a secret code!”

They decide: three knocks, a pause, one more. Only club members know it.

“And how will we remember who came in?” asks little Maya.

Bobby takes a notebook. Everyone chooses a sign: Nia is 🦊, Maya is 🐢, Bobby is 🦉.

When someone comes in, they draw their sign in the notebook. No names — only signs.

“Now our club is like a real building,” says Nia. “It has a door, a code and a log!”

03Worked example

There are three kinds of pass. Each one has a strong side and a weak side:

KindExamplesStrong sideWeak side
🎒 Something I havekey, card, key-fob chipnothing to remember; a personal card can be switched off if it is lostit can be left at home
🧠 Something I knownumber code, secret wordnothing to loseeasy to tell someone else
🖐️ Something I amfingerprint, facealways with mevery personal — adults decide about it

Some doors ask for two things together: a card and a code. That is safer.

An important rule: real home codes are never told to anyone and never typed on a screen. In the game the codes are invented.

04Try it now

1 · Predict

The club door opens with a code. Where is the code? Choose before you check.

2 · Run: have, know or am?

Tap a pass, then the box where it belongs.

3 · Change: the club door code

Read the clues and turn the three wheels. No hurry — think calmly. The codes are invented, just for the game.

    For older children · ages 11–13Some doors ask for two things together — something you have and something you know. If someone finds the card, it is not enough without the code. Now compare two clubs. One has a shared code for everyone. The other gives everyone a personal card. Look at the door log:

    05No screen: the club's secret code

    You need: friends or family, a notebook and pencils. The club can be your room, a blanket tent or a corner of the classroom.

    1. Choose the club door — a real door or an imaginary line on the floor.

    2. Invent a secret code together: knocks, a hand gesture or three digits. It is just for the game.

    3. Make a who-comes-in log. Everyone chooses a sign — an animal, a star, a flower. Whoever comes in draws their sign. No names needed.

    4. One person is the door guard. They ask for the code and look at the log. Then you swap roles.

    For older children · ages 11–13Add a second thing: besides the code, everyone has a cardboard pass with their sign. The door lets you in only with both together. Then imagine one pass is lost. What do you change — the whole code for everyone, or only that pass?
    ✋
    Home codes are the adults' secret
    Real alarm and door codes are never told to anyone and never typed on a screen. In the game we use only invented codes.

    06Make your own

    Make a pass for your club out of cardboard.

    For older children · ages 11–13Draw a door with “two things together”: what must you have and what must you know? Think about someone who forgot their card. How will they get in without making the door weaker?

    07What I learned

    What do you know by heart without carrying it in your pocket?

    Check yourself

    1. A number code is something that…

    2. Which one is “something I have”?

    3. A friend asks for your home alarm code. What do you do?

    Skill badge: “Door engineer”
    It is yours when you can show one pass of each of the three kinds and say which one is tidiest for the club. No points and no ranking — only a skill.

    08I have a question

    Do you still have a question? Write it here. It goes to your parent, not to strangers. Your parent confirms their e-mail first.

    The form is loading… If it does not appear, write your question on paper and show it to a parent or teacher.

    ·Sources