mBot Series STEAM Robots

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CertifiedEducation quality
04/2018
mBot Series STEAM Robots

mBot Series STEAM Robots

Makeblock
Programming
Entry-level educational robot kit to learn the basics of robotics and programming.

Makeblock mBot Series is an Arduino-based robotics platform. All the models are compatible with Makeblock DIY platform, which contains 600+ mechanical and electronic parts. Easy-to-use Scratch-based learning platform mBlock brings the cutting-age technology to the classroom, which enables every child to be able to learn programming, robotics, electronics, mechanics, AI, IoT and other STEAM related topics easily. The series includes mBot, mBot Ranger and Ultimate 2.0 kits.

Age groups 
Elementary
Middle school
High School
Tertiary Education
Languages 
English
Dutch
Spanish
Japanese
Chinese
Portuguese
German
French
Italian
Russian
Arabic
Turkish
Norwegian
Danish
polish
Estonian
hebrew
Platform 
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Browser-based
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.

Passive
Active
Makeblock robots require active engagement to progress and user actions to extract information. After building the robot, users have multiple ways to learn to code and to solve problems with the robot.
Rehearse
Construct
The product provides the basic information about electronics and coding but after the beginning users are free to use the learned information however they want.
Linear
Non-linear/Creative
Building the robot -phase is well instructed and it is possible to start the usage with a linear game where the user can learn the basic concepts and command of coding. After that, the product provides an unlimited learning process and endless possibilities to program the robot.
Individual
Collaborative
Makeblock allows the learner to make all the decisions individually but provides materials with collaborative activities that can be carried out for example in a classroom context.

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

Makeblock provides a meaningful way to practice construction and programming with a modifiable robot.
The robot can be instructed in multiple different ways and it comes up with a few different application. There is right difficulty level whether you are a beginner or more advanced with programming.
Makeblock robots come up with a large variety of different educational materials, e.g. lesson plans and project works.
The robots come with good manuals, and the assembly is easy and logical. The kits also contain spare parts.
The Makeblock apps allow fun and easy playing with the robots but also scale to goal-oriented and ambitious creation.

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 two or more programming languages, at least one of which is textual, to solve a variety of computational problems.
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.
Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices.
Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
Use logical reasoning to compare the utility of alternative algorithms for the same problem.
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.
Recognise common uses of information technology beyond school.
Explore and use mechanisms [for example, levers, sliders, wheels and axles], in their products.
Select from and use a range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing].
Understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages].
Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors].
Apply their understanding of computing to program, monitor and control their products.
Select from and use a wider range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing], accurately.
K-2-ETS1-1. Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
3-5-ETS1-3. Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
3-5-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
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 and use electrical systems in their products
Understand and use mechanical systems in their products
Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components
Select from and use a wider range of tools and equipment to perform practical tasks accurately
Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems.
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

Using technology as a part of explorative process
Building common knowledge of technological solutions and their meaning in everyday life
Practicing logical reasoning, algorithms and programming through making
Understanding technological system operations through making
Using technology resources for problem solving
Practicing strategic thinking
Developing problem solving skills
Learning to build information on top of previously learned
Practicing to notice causal connections
Practicing versatile ways of working
Learning to plan and organize work processes
Encouraging positive attitude towards working life
Connecting subjects learned at school to skills needed at working life

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