CodiPlay

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CertifiedEducation quality
09/2024
CodiPlay

CodiPlay

CodiPlay
IT literacy & Computer Programming
Age groups 
Elementary
Middle school
High School
Platform 
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Non-digital product
Registration 
Required
Offline play 
Internet required
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
Extensive interactive features and engaging games
Rehearse
Construct
The coding tools allow students to engage in a creative work process
Linear
Non-linear/Creative
The learning materials facilitate independent learning
Individual
Collaborative
This tool enables students to set their own personal goals

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

Exported games with well developed visuals Engaging and informative materials Integration between the kit and the app

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 and apply the fundamental principles and concepts of computer science, including abstraction, decomposition, logic, algorithms, and data representation.
Use abstraction effectively to model selected aspects of the external world in a program and to appropriately structure programs into modular parts with clear, well documented interfaces.
Evaluate the fitness for purpose of algorithms in meeting requi.rements efficiently using logical reasoning and test data
Use appropriate security techniques, including validation and authentication.
Design, write, test and refine programs, using one or more high-level programming language with a textual program definition, either to a specification or to solve a problem.
Take a systematic approach to problem solving including the use of decomposition and abstraction, and make use of conventions including pseudo code and flowcharts.
Characteristics and purpose of different levels of programming language, including low-level language.
Networks and the importance of connectivity, both wired and wireless, types of network, common network topologies and network security.
Hardware components and embedded systems.
The purpose and functionality of systems software, including the operating system and utility software.
Boolean logic using AND, OR and NOT, combinations of these, and the application of logical operators in appropriate truth tables to solve problems.
Representation of text, sound, and graphics inside computers.
Representation of numbers in binary and hexadecimal; conversion between these and decimal; binary addition and shifts.
The concept of data type, including integer, Boolean, real, character and string, and data structures, including records and one- and two-dimensional arrays.
How particular programs and algorithms work.
Following and writing algorithms to solve problems including sequence, selection and iteration, and input, processing and output
Standard algorithms, including binary search and merge sort.
Apply mathematical skills relevant to computer science.
Understand the impacts of digital technology to the individual and to wider society.
Understand the components that make up digital systems, and how they communicate with one another and with other systems.
Think creatively, innovatively, analytically, logically and critically.
Analyse problems in computational terms through practical experience of solving such problems, including designing, writing and debugging programs.

Soft skills learning goals

Using technology resources for problem solving
Building common knowledge of technological solutions and their meaning in everyday life
Using technology as a part of explorative and creative process
Using technology as a part of explorative process
Practicing logical reasoning, algorithms and programming through making
Encouraging to build new information and visions
Learning to combine information to find new innovations
Learning to build information on top of previously learned
Using technological resources for finding and applying information
Understanding technological system operations through making
Practicing to plan and execute studies, make observations and measurements
Practicing to look things from different perspectives
Practicing to notice causal connections
Practicing to take care of own and other people’s safety
Practicing to take care of one's own and other people’s safety
Encouraging the growth of positive self-image
Learning to face failures and disappointments
Practicing strategic thinking
Developing problem solving skills
Practicing to use imagination and to be innovative
Practicing to use imagination and to be innovative
Encouraging students to be innovative and express new ideas
Practicing to improvise
Creating requirements for creative thinking
Learning to find the joy of learning and new challenges
Practicing to evaluate one's own learning
Practicing to take responsibility of one's own learning
Practicing to find ways of working that are best for oneself
Practicing persistent working
Learning to notice causal connections
Practicing categorization and classification
Practicing fine motor skills
Understanding and practicing safe and responsible uses of technology
Practicing keyboard skills and touch typing
Practicing to find, evaluate and share information
Practicing to use information independently and interactively
Practising to understand visual concepts and shapes and observe their qualities
Learning to acquire, modify and produce information in different forms
Practicing logical reasoning to understand and interpret information in different forms
Connecting subjects learned at school to skills needed at working life
Practicing decision making
Learning to plan and organize work processes
Practicing time management
Encouraging positive attitude towards working life
Enabling the growth of positive self-image
Learning to understand the meaning of rules, contracts and trust
Learning decision-making, influencing and accountability
Learning about different languages
Learning to understand people, surroundings and phenomenons around us
Practicing to notice links between subjects 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