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micro:bit & the Global Goals

do your :bit brings together the micro:bit and the UN's Global Goals to provide inspiring activities for your classroom or club and an exciting digital challenge for you to run.

Resources for your classrooms and code clubs

Use the resources on this page to introduce the Global Goals, have fun with the micro:bit and develop world-changing ideas and solutions using technology.

The do your :bit challenge is changing

From January 2023 anyone who wants to run do your :bit in their school or club can do so with the support of our online resources. To ensure as many young people as possible can get involved and inspired, do your :bit is no longer run as a global competition by the Micro:bit Educational Foundation.

If you are running a do your :bit challenge for your students, we'd love to hear about it. Email us on info@microbit.org and tell us about your plans, or share your creations on social media using #doyourbitwithmicrobit.

Run your own do your :bit challenge

do your :bit challenge pack

To help you run the challenge, we've put together a pack of materials to help you celebrate your students' success, each step of the way.

Download certificates, posters, bunting, sticker sheets and our logo to run your own do your :bit challenge. The download bundle also includes guidelines for use of the do your :bit logo.

Global Goals guides

The UN's Global Goals or Sustainable Development Goals (SDGs) are a call for action by all countries to promote prosperity for everyone while protecting the planet. Use our guides to introduce the Goals to students and young people.

micro:bit projects

Quick projects in MakeCode to help you explore the Global Goals with the micro:bit!

Lessons

Use our Lessons to run prototyping activities linked to the Global Goals.

Only available in English language.

Inspiration

You can get inspired in your own classroom by exploring the creative solutions designed by previous participants in the do your :bit challenge.

do your :bit is no longer run as a global competition by the Micro:bit Educational Foundation but you can use our resources to run your own local version and ensure as many young people as possible can get involved.

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do your :bit activities for your classroom

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do your :bit brings together the micro:bit and the UN's Global Goals to provide inspiring activities for your classroom or club.

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Vytautas Magnus University "Rasos" Gymnasium

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Vytautas Magnus University "Rasos" Gymnasium

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International student-teacher conference "Me - We - The World"

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International student-teacher conference "Me - We - The World"

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Lithuanian students will present the activities and the experience of our eTwinning project on Friday at the international student-teacher conference "Me - We - The World" The conference is one of the events of the "Kaunas - European Capital of Culture 2022" festival "Japan Days in Kaunas WA"

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Sukurtas kauliukas su microbit

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A Blocks / JavaScript code editor for the micro:bit powered by Microsoft MakeCode.

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Gytis Valentukonis

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Mūsų gimnazijoje 2022 m. buvo vykdomas projektas „135 kW galios saulės energijos fotoelektrinės įrengimas Vytauto Didžiojo universiteto „Rasos" gimnazijoje", finansuojamas įgyvendinant Klimato kaitos programą pagal finansavimo priemonę „Atsinaujinančių energijos išteklių (saulės, vėjo, geoterminės energijos, biokuro ar kitų) panaudojimas visuomeninės ir gyvenamosios (įvairių socialinių grupių asmenims) paskirties pastatuose. Projekto metu ant gimnazijos pastato buvo sumontuoti 337 vnt. saulės elektrinės fotovoltiniai moduliai. Įgyvendinama šį projektą gimnazija prisideda prie gamtos išsaugojimo.

eTwinning projektas „CODE RACE @SDGs" 2022-2023 mokslo metais vykdomas Graikijos, Tuniso, Lietuvos ir Serbijos mokyklų, kurių oficialiose mokymo programose yra daug bendrų dalykų. Projekto veiklose vykstantis bendradarbiavimas koduojant, programuojant ir taikant inovatyvius skaitmeninius įrankius bei pažangias technologijas yra sudėtingesnis ir tuo pačiu naudingesnis. Tarptautinės mokinių komandos nustatė juos dominančias sritis, susijusias su kasdieniu gyvenimu bei Jungtinių Tautų tvarumo tikslais, ir naudoja savo pasirinktus skaitmeninius įrankius (kodavimą, mikrovaldiklius, 3D spausdinimą ir dirbtinį intelektą) kūrybiškai ir kritiškai mąstydamos.

Už projekto vykdymą atsakinga informatikos mokytoja Danguolė Vaitmonienė

Respublikinis projektas STEAM (Projekto koordinatorius - Vytauto Didžiojo universitetas)

Už projekto vykdymą atsakinga biologijos mokytoja Jolanta Martinionienė

Europos Sąjungos struktūrinių fondų projektas Ikimokyklinio ir bendrojo ugdymo mokyklų veiklos tobulinimas (NR. 09.2.1-ESFA-K-728)
„Pagrindinio ugdymo turinio tarpdalykinė dermė: lietuvių kalba ir literatūra, istorija ir dailė"

Projekto tikslas - pagerinti 10 kl. lietuvių kalbos ir literatūros rezultatus. Siekiamas rezultatas - naujo mokymo(si) modelio sukūrimas ir diegimas ugdymo procese, sinchronizuojant lietuvių k., istorijos ir dailės mokymą. Dalyvauja mokytojai: Rita Richter, Neringa Miškinienė, Jolita Mitrulevičiūtė, Asta Viliokaitienė, Eglė Reneckytė.
Projekto trukmė - 24 mėn. (2020-2022 m.)

Projektas finansuojamas Europos socialinio fondo lėšomis.

Už projekto vykdymą atsakinga direktoriaus pavaduotoja ugdymui Teresė Janulevičienė

Sveikatos apsaugos ministerijos projektas „Sveika mokykla"
Dalyvauja I-IV kl. mokiniai.

„Drauge nugalėsime bakterijų atsparumą antibiotikams!" „Nerūkyti niekada nevėlu"
„Sveikata - išminčių honoraras"

„Mokykla be patyčių" „
Lietuvos mokyklų pirmosios med.pagalbos varžybos „Esu sau draugas" „Tau to nereikia"

Projekto veikla (2016-2021 m.)

Už projekto vykdymą atsakinga biologijos mokytoja Loreta Kalvinskienė

ISM universiteto projektas „Verslo klasė"

ISM Verslo klasė - tai unikalus ISM universiteto bei ekonominį švietimą vykdančios organizacijos „Lietuvos Junior Achievement" (LJA) projektas, skirtas ekonomikos ir verslumo mokomąjį dalyką pasirinkusiems 11-12 kl. moksleiviams. Dalyvauja III ABCD kl. mokiniai. Projekto trukmė - 18 mėn.

Daugiau...

Už projekto vykdymą atsakinga ekonomikos mokytoja Inga Kublickienė

Projektas
„Mokyklos - Europos parlamento ambasadorės"
Dalyvauja I-IV kl. mokiniai. Daugiau...

Už projekto vykdymą atsakingos geografijos mokytojos: Rasa Preikšienė, Irma Staniulienė

Europos Sąjungos projektas
„Atgal į mokyklą"
Dalyvauja III AB kl. mokiniai. Daugiau...

Už projekto vykdymą atsakinga direktoriaus pavaduotoja ugdymui Teresė Janulevičienė

Vokiečių kalbos projektas
„Ö kaip vokiškai?"Daugiau...
Dalyvauja I-IV kl. mokiniai.

Už projekto vykdymą atsakinga vokiečių kalbos mokytoja Kristina Bielskienė

Nacionalinis mokinių konkursas „Lietuvos kovų už laisvę ir netekčių istorija". Tikslas - skatinti domėtis Lietuvos istorija, ugdyti pilietiškumą, puoselėti tautiškumą.

Už projekto vykdymą atsakinga istorijos mokytoja Neringa Miškinienė

ESF projektas „Bendrojo ugdymo mokytojų bendrųjų ir dalykinių kompetencijų tobulinimas" (Nr. 09.4.2-ESFA-V-715 -02-0001)

Už projekto vykdymą atsakinga informatikos mokytoja Danguolė Vaitmonienė

Sveikos gyvensenos ir gamtos tausojimo projektas „Walk15" „Mokyklos eina".

Už projekto vykdymą atsakinga geografijos mokytoja Gintautė Rakauskienė

„Sveikatiada" - tai ilgalaikis sveikos gyvensenos ugdymo projektas, suteikiantis vaikams žinių ir praktinių įgūdžių apie sveikatą, mitybą ir fizinį aktyvumą, kurių metu moksleiviai plečia savo žinias ir supratimą sveikos mitybos ir fizinio aktyvumo srityse. Dalyvauja I-IV kl. gimnazistai.

Už projekto vykdymą atsakinga geografijos mokytoja Gintautė Rakauskienė

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Mūsų gimnazijoje 2022 m. buvo vykdomas projektas „135 kW galios saulės energijos fotoelektrinės įrengimas Vytauto Didžiojo universiteto „Rasos" gimnazijoje", finansuojamas įgyvendinant Klimato kaitos programą pagal finansavimo priemonę „Atsinaujinančių energijos išteklių (saulės, vėjo, geoterminės energijos, biokuro ar kitų) panaudojimas visuomeninės ir gyvenamosios (įvairių socialinių grupių asmenims) paskirties pastatuose.

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Box-shaped containers you can figure out the Internet site 

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Box-shaped containers you can figure out the Internet site 

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Create boxes and more with a laser cutter!

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mindmaps is an HTML5 based mind mapping app. It lets you create neat looking mind maps in the browser.

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Bendradarbiaujame forumuose TwSpace

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CODE: in communications and information processing, a system of rules (algorithm) to convert information—such as a letter, word, sound, image, or gesture—into another form or representation, sometimes shortened or secret, for communication through a channel or storage in a medium.
RACE: tribe, gender, family, route, sprint......
SDGs: The Sustainable Development Goals or Global Goals are a collection of 17 interlinked global goals designed to be a "shared blueprint for peace and prosperity for people and the planet, now and into the future". The SDGs were set up in 2015 by the United Nations General Assembly and are intended to be achieved by 2030. (Wikipedia)

A project among eTwinning friends that share many commons in their official curriculums and they believe that coding, programming and ICT when collaborative is more challenging and at the same time more rewarding. We aim to motivate international teams of students to identify areas of their interest and relative to their daily life among the  UN Global Goals and using ICT tools of their option (coding, micro-controllers, 3D printing and AI) with creativity and critical thinking to propose solutions and promote actions for a more sustainable world. In this project the Greek school will also make use of equipment, a 3D priinter and Arduino starter kit, that had been offered by the Greek NSO in the frame of #STEM3 initiative.

Our students will work in national and/or international teams and individually according to the task, they will get familiar with the SDGs, they will find ways to contribute to sustainable solutions, they will publish their productions and they will adopt a critical approach on the technology, on the web applications and e-safety and on the power of ICT to foster collaborations for a better world.

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We will design activities so that our students in national and international teams and individually (according to the task and attempting personalized learning):
*Learn and use the basics of algorithms and coding
*Work on the basic programming concepts
* Work on esafety and media literacy (copyright, and validity of the sources they use)
*Be familiar with the 17 Goals of Sustainable Development being set by the UN and choose in teams the one that they will promote connecting them to their own  local problems, their life and experiences.
*Work on their selected SDG using coding environments and web tools (micro:bit, scratch, AI and web-based tools)
*Develop their creativity and imagination
*Develop their communication skills in English, and collaborative skills through coding

In a nutshell... our students will be engaged in coding and digital literacy as a medium of computational thinking, communication, problem-solving, creativity, on real-life issues so that they will be enhanced in their route to responsible, active citizenship in their local and globalized community.

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The project will be embedded in the curriculum of the partners and the work process that fits  the partner classes  will be designed and scheduled collaboratively during the first teachers' meeting in a live event

The partner classes will propose and implement activities so that the aims of the project to be supported  under the condition that these activities are collaborative and can be adapted to all the partners’ curricula

Productions
All the final products will be shared on public pages in TwinSpace

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At the end of the project, we'll display the contents created by the students on Twinspace and on a blog to inspire other people.
Our final products will be :
- sustainable smart future cities VR contents
- sustainable smart house with Microbit
- ebook of essays written (Flipsnack)
- drawings
- a public service ad about sustainable future cities (Video)

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Verse by Verse allows users to compose poems in collaboration with an AI.

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Nr.11. Išnagrinėję su miestu susijusias problemas, turime pagalvoti apie praktinių sprendimų paiešką ir miesto atstatymą protingu ir tvariu būdu

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Nr.11. Išnagrinėję su miestu susijusias problemas, turime pagalvoti apie praktinių sprendimų paiešką ir miesto atstatymą protingu ir tvariu būdu

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Siūlykite sprendimus ir kurkite savo ateities išmaniųjų miestų projektus...
Mokiniai ieško tvarių ir protingų sprendimų, kuria dizainą, pristatymus, minčių žemėlapius ....

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This site uses cookies to analyse our web traffic. Find out more on how we use cookies and how you can change settings.

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The number on the micro:bit screen of the computer will have to change, you need to create a variable: after selecting the command block Variables block Make a Variable... and by typing the name of the variable "Waste" on the new variable name that appears in the New variable name.
3. Program to display 0 on the screen of the on-enabled or restarted computer: insert the Variables block Set with the variable "Waste" into the Basic block On Start.
4. Put the variable "Waste" in the Basic block show number.
5. To increase the number of garbage displayed on screen A by one when you press the A button, put the Variables block Change "Waste" by 1 in Input block "On button A pressed". To display the number of computer on the screen, put the Variable "Waste" in the Basic block Show Number.
6. So that after collecting 5 garbage, a note appears on the screen "Full", in the Basic block forever put the Logic condition block If.
7. Between "If" and "Then" put logic block Comparison while in it variable "Waste".
8. Basic block Show String with text "Full" put in the conditions block If.
9. Press the Reset button on the back of the computer to empty the container (Restart the micro:bit computer).
Now 0 will appear again on the screen.
10. Test the program with an emulator.
11. The program has been created. Download it to your computer and upload it to your computer micro:bit.

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Your browser does not support the video tag.

We use our own cookies and those of third parties to allow for a variety of features, analyze our services and show you according to your preferences and browsing habits. You can read more about this in the Cookies Policy.

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Pranešimas Kauno m. IT mokytojų Metodinėje dienoje

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Pranešimas Kauno m. IT mokytojų Metodinėje dienoje

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We care about your students' privacy. CoSpaces Edu takes student privacy very seriously and is COPPA and FERPA-compliant.

We have several measures in place to make sure that the data that you and your students store in CoSpaces Edu is always kept safe.

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CoSpaces Edu for kid-friendly 3D creation and coding

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Boost your kids' learning experience by letting them invent, build and code their own creations. Runs on mobile, tablet and desktop, including Chromebooks.

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Lietuvos mokiniams teko rengti pristatymą apie Serbiją

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Serbia presented by Lithuania

Republic of Serbia is a landlocked country in Southeastern and Central Europe, situated at the crossroads of the Pannonian Basin and the Balkans. It shares land borders with Hungary to the north, Romania to the northeast, Bulgaria to the southeast, North Macedonia to the south, Croatia and Bosnia and Herzegovina to the west, and Montenegro to the southwest, and claims a border with Albania through the disputed territory of Kosovo.

It is the third most populated of all cities on the Danube river.

Serbia is known for its capital Belgrade. Belgrade is the capital and largest city of Serbia. It is located at the confluence of the Sava and Danube rivers and at the crossroads of the Pannonian Plain and the Balkan Peninsula. The population of the Belgrade metropolitan area is 1,685,563, according to the 2022 census.

With the Genially templates, you can include visual resources to wow your audience. You can also highlight a particular sentence or piece of information so that it sticks in your audience's minds, or even embed external content to surprise them: Whatever you like!

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Serbia presented by Lithuania Republic of Serbia is a landlocked country in Southeastern and Central Europe, situated at the crossroads of the Pannonian Basin and the Balkans.

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Starting point

presentation of the project to the students,

Parental permissions,

Initial survey to identify students knowledge and skills

1. Ice breaking activities

2. Presentation of the teachers, presentation of the school, map with the countries

3. Registration of the pupils in twinspace

4. Presentation of the pupils in a padlet using a standard format -chinese code- and in their profile (if the pupils profile tool is active-it does not work yet)

5. *******(First micro:bit project)

6. The students create questions for a quiz -who is who and ONE partner teacher gathers the questions and creates a game in kahoot or quizzes

7. In the 1st Live event among classes the students play the quiz who is who

8. Each student in an international team, adds in the countries’ map at least one node with info for the partner countries that he/she has searched.

9. In the 2nd  Live event a) a selected student per class presents one country -the nodes at the map- and after that the students play a quiz about the countries that one of the teachers has created

BASIC activities in Programming

I) Each teacher at his/her class  will start with basic concepts in computer science (definitions of: problem, data, solution, restrictions of a problem, algorithm, program, code, programming language, compiler, interpreter, program errors in syntax and logic)

For this activity teachers create their own material and find resources that it is optional to be uploaded on the twinspace dedicated page in English. Mandatory for the teachers is to upload their pupils’ productions that will prove their skill to use effectively and explain these basic concepts. Such creations can be creations can be posters, infographics, mindmaps on their native language

II) Introduction of the microbit

First micro:bit project: Each pupil presents one of the partner pupils from another class, based on his/her text-description. This micro:bit project will be added as a node in an class photo that the partner class will share in a google slide

III) Introduction to SDGs through videos and materials provided by admins of the project

IV) Pupils discussions in the 17 forum-threads about the SDG goal they prefer to work on and explaining what is their chosen Goal relevance to their local context

V) Creation of the international teams based on (IV)

VI) A mosaic.ly (?) of posters (tool to be defined) per team to highlight the importance of their team’s selected Goal

V) Introduction to scratch (at least 3 meetings per class-teacher’s schedule)

VI) Introduction to AI and machine learning (mindmaps as students productions)

VI) Examples of AI (at least 3 sessions for this)

VII) Final activity-Students challenges

For each selected Goal 4 challenges (in micro:bit, ICT poster/video article, scratch project, AI application) are set by teachers to the students

There will be one responsible teacher per international team and the students in the team support one another through the forum  so that all in the team to manage a contribution to respond to their challenge in their team’s Goal

All the productions of the teams are uploaded in a wakelet and in twinspace

Final activity

Farewell (eg Live event with quizzes and games)

Evaluation of the project by teachers and students

Students certificates

Presentation of the project to the schools’ web site

Applying for QL

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Kernius Č.

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Kernius Č.

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Ieva B. - Projekto informacija

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Agneta St. - Projekto informacija

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Agneta Stakeliūnaitė - Projekto informacija

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Mėta G. - Projekto informacija

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Mėta Gabrilavičiūtė - Projekto informacija

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Nyja Emilija K. - Projekto informacija

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Nyja-Emilija Kazlauskaitė - Projekto informacija

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Meda R. - Projekto informacija

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Gustas L.- Projekto informacija

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Gustas Lieščinskas - Projekto informacija

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Eidvydas M. - Projekto informacija

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Eidvydas Matušaitis - Projekto informacija

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Eivinas K.-projekto informacija

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Gytis V. projekto informacija

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Gytis Valentukonis - Projekto informacija

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Goal 11. "Sustainable Cities and Communities"

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Goal 11. "Sustainable Cities and Communities"

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Nerija B. - projekto informacija

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Nerija Bertašiūtė - Projekto informacija

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Goal 12. "Responsible Consumption and Production"

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Goal 12. "Responsible Consumption and Production"

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Matas R. - projekto informacija

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Hubertas Kolakauskas - Projekto informacija

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Miglė R.- projekto informacija

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Karolina B. - projekto info

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Karolina Bliūdžiūtė - Projekto informacija

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Benas S.-projekto informacija

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Vilius G.- projekto informacija

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Vilius Gecevičius - Projekto informacija

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Jokūbas Sologubas - Projekto informacija

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Titas S. - projekto informacija

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Titas Sakalauskas - Projekto informacija

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Jokūbas Jankauskas - Projekto informacija

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Respublikinė mokytojų konferencija „Kūrybiškumo, skaitmeninio raštingumo, ekologinio mąstymo bei kultūrų pažinimo puoselėjimas eTwinning ir Erasmus+ projektų metu“

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Respublikinė mokytojų konferencija „Kūrybiškumo, skaitmeninio raštingumo, ekologinio mąstymo bei kultūrų pažinimo puoselėjimas eTwinning ir Erasmus+ projektų metu“

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2023-06-01
(Marijampolės Meilės Lukšienės švietimo centras)

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What is a Maker?
Makers invent, explore, innovate, and create using technology like development boards, robotics, 3D printing, programming, and more.
Maker education takes STEM (Science, Technology, Engineering, Mathematics) a step further by inviting hands-on experience and collaboration into the classroom to help teach problem solving and critical thinking.

Explore devices

We have curriculum options that support two different devices - see available options below. Need a device? Learn more about the devices below.

Why physical computing?

Learning about physical computing requires time on and off the computer. As a result of this different learning dynamic, there are some unique benefits of learning computer science through physical computing.

Real-world applications

Using a physical device can help students engage and connect the actions on a screen to their impact in the real world.

Inclusion and engagement

According to a BBC survey, female students described feeling more confident after exposure to physical computing.

Social and emotional learning

Physical computing encourages students to work together, fostering collaboration, interpersonal skills, and active learning. ( Source)

Curriculum using the Circuit Playground

Grades 6-12

Creating Apps with Devices

Explore the role of physical devices in computing. Using App Lab and Adafruit's Circuit Playground, students develop programs that utilize the same hardware inputs and outputs that you see in the smart devices.

Duration: 25 hours

Teachers

Teaching Creating Apps with Devices

Self-paced online professional learning experience designed to prepare educators to get started teaching the Creating Apps with Devices unit.

Note: A circuit playground device is required to engage with the activities in this professional learning experience

Curriculum using the micro:bit

Code.org has partnered with the Micro:bit Educational Foundation to offer teachers several resources on using the BBC micro:bit device.

Grades 6-12

Creating Apps with Devices

Explore the role of physical devices in computing. Using App Lab and the BBC micro:bit, students develop programs that utilize the same hardware inputs and outputs that you see in the smart devices.

Duration: 25 hours

Grades 2-5

CS Fundamentals Extension Lessons

Extension lessons using the micro:bit for classrooms that have completed CS Fundamentals Course C, D, E or F.

Teachers

Teaching Creating Apps with Devices

Self-paced online professional learning experience designed to prepare educators to get started teaching the Creating Apps with Devices unit.

Note: A micro:bit device is required to engage with the activities in this professional learning experience

Maker careers

Meet Jerome Morrison at Meow Wolf

Jerome is a design technologist at Meow Wolf who works on amazing interactive art installations. With technology, he helps create portals to imaginative worlds at Meow Wolf's location in Santa Fe, New Mexico.

Additional activities

Looking for more activity options?

There are many Maker activities available in the Hour of Code activities list.

Find an activity

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Code.org physical computing and maker resources for grades 6-12.

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Welcome to our avatar maker! This free online tool can help you create an avatar that looks just like you. There is no software to download and you can make as many avatars as you wish.

Why would you need a free avatar maker?

Lots of people don't like social media. They feel that it isn't private enough, too fake, or just don't think it's fun to use. However, those same people might still want to have a social media account if only to connect with friends and family.

Having an avatar that looks like you but isn't really you might be ideal for people in this situation. It would allow them to have a social media presence but not have their default photo be an actual photo of themselves.

This avatar could be used across the entire web, not just on social media. You could use it for comments on blog posts, your default photo on web forums like Reddit, or even as the main picture for your Google account.

Free Avatar Maker: How does it work?

This tool is very easy to use and can be a lot of fun. First, you'll need to select your gender. If you don't feel you fall into a traditional male/female identity, pick the gender that you feel most closely aligns with yours. The only difference between the two systems is the options you'll have to customize your avatar.

Once you select your gender, you'll see the default avatar. At the top of the page, you'll see four choices for the overall look of the avatar. The default is more realistic, while the second is more polygonal. The third is an anime-style avatar and the fourth looks like a black-and-white comic strip.

With your style selected, it's time to customize your avatar so it looks just like you. There are a wide variety of options including facial shape, eye size and shape, eye color, hair style and color, glasses, and even clothing and background. Play around with all the tools so your avatar looks like you - or not like you! Feel free to be as creative as you like. The RANDOM button is a fun place to start if you're not looking for an avatar that closely aligns with your own look.

While you're making customization choices, each feature will have various modifiers that appear underneath the avatar itself. With these controls, you can make aspects larger or smaller, move them around, or change the color.

If you make a mistake with this avatar maker, use the UNDO and REDO buttons to travel back or forward in time. If you feel like you've made too many mistakes, the RESET button will bring you back to the beginning. Don't worry: if you accidentally hit the RESET button, just hit the UNDO button to go back to where you left off.

How to download your avatar?

Once you are happy with how your avatar looks, you can hit the DOWNLOAD button. You have three choices for your download:

1. PNG (200px) - A small pixel-based image file with transparency support

2. PNG (400px) - A larger pixel-based image file with transparency support

3. SVG - A vector-based image that can be resized as large as needed

Do note that you'll need an image editor that supports vector files to work with the SVG image, such as Adobe Illustrator.

If you have fun with this free avatar maker, hit the SHARE button and let your friends know about it! You can share on Twitter, Facebook, Reddit, Pinterest, WhatsApp, and Telegram.

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Create your own free avatar in 4 different styles. You can save it as a scalable SVG image or in the more common PNG format.

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