Coding Galaxy

Coding Galaxy

Coding Galaxy

Cherrypicks
Programming
Coding Galaxy is a platform for learning computational thinking, designed for students aged 5 or above.

Coding Galaxy is a learning game for learners to learn the basics of computational thinking competency, creativity, problem-solving skills and collaborative skills. The game can be played independently or in collaboration with others. The collaboration tasks are designed to be used in a classroom setting where students can discuss and plan while playing.

The product comes with comprehensive teacher's materials, lesson plans, and analytics for assessing student mastery of learned concepts

Age groups 
Preschool
Elementary
Middle school
Price 
Subscription
Languages 
English
Traditional Chinese
Simplified Chinese
Platform 
Mobile Android
Mobile iOS
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.

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

The co-operation mode is cleverly done and supports more complex thinking together with your friends.
The co-operation mode requires real collaboration as the players can't pass the levels without discussing and planning together.
Coding Galaxy encourages players to learn the basics of programming in an engaging way.
Comprehensive teaching materials give lesson plans that complete the learning experience.
The game is visually of high quality and the suitable for many age groups who are getting introduced to coding.

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

Use logical reasoning to predict the behaviour of simple programs.
Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
Understand several key algorithms that reflect computational thinking [for example, ones for sorting and searching]; use logical reasoning to compare the utility of alternative algorithms for the same problem.
Create and debug simple programs.
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

Understanding technological system operations through making
Practicing logical reasoning, algorithms and programming through making
Learning to plan and organize work processes
Understanding and practicing safe and responsible uses of technology
Practicing decision making
Using technology for interaction and collaboration
Practicing versatile ways of working
Practicing to notice causal connections
Learning to build information on top of previously learned
Practicing to work with others
Practicing to argument clearly own opinions and reasonings
Learning to listen other people’s opinions
Learning to combine information to find new innovations
Learning decision-making, influencing and accountability
Practicing logical reasoning to understand and interpret information in different forms
Learning to acquire, modify and produce information in different forms
Encouraging the growth of positive self-image
Practicing persistent working
Practicing to look things from different perspectives
Practicing strategic thinking
Developing problem solving skills
Practicing to evaluate one's own learning
Learning to find the joy of learning and new challenges

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