Codey Rocky

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Codey Rocky

Codey Rocky

Codey Rocky is a coding robot for STEAM education. It provides a creative learning experience of programming for children of ages 6+.

Codey Rocky combines hardware and software, allowing children to learn about programming while they play and create. Through the use of mBlock software, children map every move made by the robot, by assembling a series of building blocks, allowing them to understand each command intuitively.
Children can turn their block-based program into Python code.
In conjunction with Codey Rocky, mBlock software allows children to get to grips with artificial intelligence (AI), including image and voice recognition, as well as deep learning.
Codey Rocky comes with learning materials, examples and tutorials to support children in their learning every step of the way.

Age groups 
Middle school
High School
Tertiary Education
One time purchase
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Offline play 
Playable offline
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.

The app provides nice examples on how to get started with the Codey Rocky robot. mBlock 5 works as an ideal supplement to the mBlock app. Whereas the mBlock app provides the more restricted learning experience, mBlock 5 works as an open environment for making any kinds of creative projects.
The user is guided nicely to make choices based on what has been learned. With the mBlock 5 learning experience is fully based on creative problem solving which leads to building deeper understanding.
Thanks to the gamification in the Makeblock app, the solution provides accurately predictable learning outcomes. Progress can also be scheduled very accurately and learning progress is directly comparable between users which is practical especially in the classroom use as the teacher can easily follow the progress. With mBlock 5 users have full autonomy and freedom to explore tools and content.
The solution allows the learner to make all the decisions individually, but face-to-face interaction can be part of the learning experience.

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

Codey Rocky and the mBlock app provide materials that guide the user to learn by doing.
The user is guided really nicely to make choices based on what has been learned and the usage directs towards building deeper understanding.
Thanks to the gamification, Codey Rocky provides accurately predictable learning outcomes but mBlock 5 works as an ideal supplement to the product and allows the experience to be more open-ended.
mBlock 5 provides versatile Scratch and Python programming tool for young learners and cutting edge technological features, such as IoT and Machine Learning features.

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

Create and debug simple programs.
Use logical reasoning to predict the behaviour of simple programs.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
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
Be responsible, competent, confident and creative users of information and communication technology.
Design and develop modular programs that use procedures or functions.
Learn to evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
Understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Understand how data of various types can be represented and manipulated digitally, in the form of binary digits.
Understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers.
Understand several key algorithms that reflect computational thinking.
Understand simple Boolean logic and some of its uses in circuits and programming.
Understand the hardware and software components that make up computer systems.
Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices.
Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems.
Develop and apply their analytic, problem-solving, design, and computational thinking skills.
Develop their capability, creativity and knowledge in computer science, digital media and information technology.
Identify and solve their own design problems and understand how to reformulate problems given to them
Select, use and combine a variety of software on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information.
Participate successfully in an increasingly technological world
Investigate new and emerging technologies
Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components
Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems.
Recognise common uses of information technology beyond school.
Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users.
Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems.
Understand simple Boolean logic [for example, AND, OR and NOT] and some of its uses in circuits and programming; understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers.
Understand how instructions are stored and executed within a computer system; understand how data of various types (including text, sounds and pictures) can be represented and manipulated digitally, in the form of binary digits.
Understand and use electrical systems in their products
Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.

Soft skills learning goals

Learning to acquire, modify and produce information in different forms
Using technology as a part of explorative and creative process
Building common knowledge of technological solutions and their meaning in everyday life
Understanding and practicing safe and responsible uses of technology
Practicing logical reasoning, algorithms and programming through making
Understanding technological system operations through making
Learning to find the joy of learning and new challenges
Connecting subjects learned at school to skills needed at working life
Experiencing and exploring sounds and music from different sources
Practicing persistent working
Practicing to use imagination and to be innovative
Practicing to improvise
Creating requirements for creative thinking
Developing problem solving skills
Practicing to notice causal connections
Practicing to recognize and express feelings
Encouraging to build new information and visions
Learning to combine information to find new innovations
Learning to build information on top of previously learned

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