Dystopia 2153

Dystopia 2153

Dystopia 2153

TEACH Magazine
A digital graphic novel that introduces coding through stories.

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.

Age groups 
Middle school
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Offline play 
Internet required
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.

Dystopia 2153 provides an engaging framework for practicing coding and literacy skills.
The difficulty level raises as the user progresses in the story.
The combination of coding and literacy is nice and the story works as an inspirer to the world of comic books.
The games offer very good scaffolding to programmin, which still leave plenty of room for challenge and thinking by yourself
The art is beautiful, music nice and dynamic and the overall aesthetic supports the theme very well.

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 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.
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.
Develop the habit of reading widely and often, for both pleasure and information
Read easily, fluently and with good understanding
Using information technology to create programs, systems and a range of content
Understanding and applying the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation
Analysing problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems

Soft skills learning goals

Developing problem solving skills
Practicing decision making
Learning to plan and organize work processes
Practicing to notice causal connections
Learning to build information on top of previously learned
Practicing strategic thinking
Building common knowledge of technological solutions and their meaning in everyday life
Practicing creative thinking
Using technology as a part of explorative process
Practicing persistent working
Practicing to look things from different perspectives
Practicing logical reasoning, algorithms and programming through making

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