# The history of Pliro: learning to program together [Programming guides](README.md) Pliro began in 2024 with an idea: every child should have the chance to learn programming. You might want to make your own game, draw pictures or find out how a computer follows instructions. Pliro gives you a place to start. Martijn Wiggers created Pliro and developed the idea further in the summer of 2026. ## Learning by trying One source of inspiration was **[SuperLogo](superlogo-and-turtles.md)**, which helped children learn programming by giving instructions and seeing the results. Pliro brings that way of learning to new projects: try something, see what happens and change your code. For example, you can make a turtle on the screen draw a square. Change one instruction and the picture changes too. You learn what your code does by watching the result. ## Why the name Pliro? **Pliro is a made-up name.** It has no special meaning. The name was chosen because it is short and playful, and can be used in different languages. It also sounds good in a command such as `pliro run`, which starts a program. ## From a first drawing to your own game You can begin with a few instructions and build bigger projects as you learn. Pliro is for children in both primary and secondary school. You can use English or Dutch programming words. Start with [a turtle drawing](turtle.md), try [text and blocks in the Pliro editor](pliro-ide.md), or make a quiz. You do not need a big plan. Being curious is enough to begin. [What is Pliro?](what-is-pliro.md) · [Your first program](getting-started.md) · [The Pliro IDE](pliro-ide.md)