Ozobot

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CertifiedEducation quality
01/2018
Ozobot

Ozobot

Ozobot
Programming
Robot for practicing programming.

Ozobot is a programmable small robot, which is an innovative way to teach subjects like programming, math and science. Simple and intuitive to use on the one hand, highly programmable and versatile on the other. The robot can be used with browser tools and related apps, you can play games or create music with it. The robot can also be used with small children by programming it with color codes drawn on paper. It can be integrated to multiple subjects from arts to science.

Age groups 
Elementary
Price 
One time purchase
Languages 
English
Dutch
Platform 
Browser-based
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Non-digital product
Other
Registration 
Required
Offline play 
Internet required
Pictures
Videos
Pedagogy
Educational Quality
Learning Goals

The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.

Passive
Active
Students are in a highly active role when using Ozobot as the robot needs to get instructions from the user to work.
Rehearse
Construct
Students construct new information from their actions. Ozobot has multiple difficulty levels from color coding to block-based programming, so it is always possible to find the right difficulty level for everyone. By following Ozobot's lesson plans, teachers can concentrate on practicing certain skills as well.
Linear
Non-linear/Creative
The product and its tools offer a high degree of modification and freedom, allowing endless possibilities.
Individual
Collaborative
Ozobot can be used either individually or in a group. The lesson materials give multiple ideas for teachers on how to use Ozobot with students even if there isn't a robot available for each student.

The following are the high educational quality aspects in this product.

Ozobot offers multiple ways to practice programming, from color coding to block-based programming and JavaScript.
The product includes a large variety of lesson materials for teachers. The materials also provide ideas for teachers on how Ozobot can be integrated into different subjects from arts to STEM.
Ozobot is an engaging robot and its relevant apps are easy to use. There are also simple ways to program the robot without the need of additional digital devices.

The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.

Subject based learning goals

Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
Create and debug simple programs.
Use logical reasoning to predict the behaviour of simple programs.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
Learn to analyse problems in computational terms
Understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Understand several key algorithms that reflect computational thinking.
Understand simple Boolean logic and some of its uses in circuits and programming.
Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices.
Develop and apply their analytic, problem-solving, design, and computational thinking skills.
Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work.
Apply their understanding of computing to program, monitor and control their products.
3-5-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
K-2-ETS1-1. Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.

Soft skills learning goals

Connecting subjects learned at school to skills needed at working life
Learning to acquire, modify and produce information in different forms
Practising to understand visual concepts and shapes and observe their qualities
Using technology as a part of explorative and creative process
Practicing logical reasoning, algorithms and programming through making
Understanding technological system operations through making
Using technology resources for problem solving
Practicing to evaluate one's own learning
Practicing creative thinking
Developing problem solving skills
Practicing to look things from different perspectives
Learning to combine information to find new innovations
Learning to build information on top of previously learned
Practicing to notice causal connections

The Finnish Educational Quality Certificate

Our Quality Evaluation Method is an academically sound approach to evaluating a product’s pedagogical design from the viewpoint of educational psychology.

The method has been developed with university researchers and all evaluators are carefully selected Finnish teachers with a master's degree in education.

More about the evaluation