Dystopia 2153 is an interactive graphic novel that integrates the teaching of coding into the narrative arc of the story. Set in 2153 A.D., Lance, Freya and their friends live in an orphanage run by cruel robots. They plan their escape and embark on an epic journey to reunite with their families. Dystopia is an educational resource that meets STEM, STEAM and Literacy outcomes. The experience variates between reading the story and solving multi-level puzzles that teach coding with Scratch, which introduces the student to coding concepts as students move through each of the levels.
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 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.