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Children's Librarypublished by: East Accelerator Foundationhost: kagami.bgfree for everyone
kagami.bg/deca · children's library · lesson · machine-readable viewVERIFIED 2026-10-22 · AI-assisted: yes · reviewer: awaiting teacher and psychologist
IDENTITY
id
DB-RK-22 · When Something Does Not Work: How I Look for Help
track
RK · Working with the computer
level
Tinkerer · grades 4–6 · ages 9–12
duration
10–15 minutes
school link
No verified curriculum mapping claimed
publisher
East Accelerator Foundation · host: kagami.bg
access
free · offline simulation · practice text stays in memory only; shared parent-mediated question mechanism retained
trust
AI-assisted: yes · reviewer: awaiting teacher and psychologist
versions
bg: /deca/DB-RK-22_kogato-neshto-ne-raboti.html · en: /en/deca/DB-RK-22_kogato-neshto-ne-raboti.html · parent guides in each language under pomagalo/
LEARNING OBJECTIVES
KEY CONCEPTS
STRUCTURE

goal → 1 Remember (everyday experience) → 2 Story (fictional drawing room) → 3 Worked example → 4 Try it (Predict → Run: order steps in three illustrated fictional situations; write a help message → Change the situation and message) → 5 Without screen (paper help card) → 6 Make your own (large-letter card for a grandparent) → 7 What I learned (three questions via checkQuiz + skill badge) → 8 I have a question (reference parent-mediated mechanism; aggregate feedback buttons).

ANSWERS
SAFETY
NEXT

Previous: DB-RK-20 · A Small Linux Computer for Someone. Next: DB-IG-01 · Games Before Computers: Luck and Skill.

SOURCES · LICENCE
IMPACT METADATA
path
proposed: 6 · Social impact
determinant
proposed: education and access to support
sdg_target
proposed: 4.4
who_criterion
proposed: accessibility
impact_type
proposed: education · prevention
TAGS
kidsgrades-4-6problem-solvinghelp-seekingmasterunpluggedbgen
VERIFIED · 22.10.2026 AI help: yes reviewer: awaiting teacher and psychologist

When Something Does Not Work: How I Look for Help

Something will not work? Look at what happened, try the simple fix, note the result and ask for help. If you are unsure, ask a grown-up before trying.

⏱ 10–15 minTinkererWorking with the computer · 22grades 4–6 · ages 9–12
You will be able to… describe a problem and what you tried, then ask for help with a clear message.

For parents: a one-page guide — dinner questions and a paper help card.

01Remember

Think of an everyday difficulty. Open the answers after thinking of your own idea.

How do you tell what went wrong?

Compare what you expected with what you can see.

What do you do when you are unsure?

Stop and ask a grown-up.

How do you remember what you already tried?

Write the test and its result on paper.

02Story

In our imaginary drawing room, a child is making a sunny card. They choose yellow paper, then a yellow pencil. They move the pencil, but no sun appears. “Nothing works!” they say. They reach out to press everything, then stop. What did they expect? A circle with rays. What can they see? Just the yellow paper.

Before changing anything else, the child looks at the chosen colour. The paper and pencil match. They decide to try a blue line. A line appears! On paper they write: “Yellow on yellow was invisible. I tried blue and a line appeared.” Then they show the note to a grown-up and explain what they noticed.

The grown-up asks, “What if the line still had not appeared?” The child points to the note. “I would tell you what I did, what I expected and what happened. Then I would ask what we could try together.” They keep the note beside the computer for another time. We made up the drawing room and the story.

03Worked example

“In the imaginary album, I looked for Moon in Sea. I expected the card, but it was missing. I looked in Sky and found it. Could you show me how to choose the section?”

04Try it now

These are our drawings and made-up situations, not real programs. Write only about them, without personal details. Your practice text is neither sent nor saved; reloading clears it. There are no points, timer or rankings.

Predict

Before running the test, what might have happened? Say your guess aloud.

In our imaginary drawing room, you chose yellow and drew a sun on yellow paper. You cannot see the sun.

Simple test: Choose blue and make a test line.

Run: put the steps in order

Use the up and down buttons. You can use Tab and Enter or Space.

    Change: write a help message

    Describe the situation and result. Even if the simple test helps, practise explaining it. Choose another situation and change your message.

    05Without screen: a help card

    Take paper and a pencil. Write “Look → Try the simple fix → Note → Ask”. Leave space under “I did… I expected… It happened… I tried… The result…”. Use the made-up tower situation. Explain it to someone you know and keep the card beside the computer. If you are unsure whether a test is safe, ask first.

    06Make your own

    Make a one-page card for a grandparent, using large letters. Include the steps and sentence starters from the help card. Add “Ask someone I trust first. Then look for official help together.” Leave out personal details.

    Show the card and explain how to use it. Ask the person to describe a made-up situation with it. If the letters or words are hard to read, revise them together.

    07What I learned

    I can describe what happened, note a safe test and ask someone for help. I do not have to fix everything myself.

    1. What do you do first?

    2. What belongs in a help message?

    3. The simple test did not help. What next?

    Skill badge: “I ask for help clearly”
    It is yours when you can use the card to describe a made-up situation and explain when to stop and ask. No points, streaks or rankings.

    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