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This lecture focuses on the learning process related to Thymio as an object of knowledge, where students discover the meaning of programming and start programming for the first time using the graphical VPL interface. The skills developed by students revolve around mastering oral and written language, mathematical languages with logical reasoning, scientific languages with trial and error reasoning, and digital skills with the VPL software. Teachers are advised to consider the obstacles students may face when programming with VPL and will be provided with an activity to identify and address common classroom challenges for better intervention planning.