Robot for practicing programming.

Ozobot is a programmable small robot, which is an innovative way to teach subjects like programming, math and science. Simple and intuitive to use on the one hand, highly programmable and versatile on the other. The robot can be used with browser tools and related apps, you can play games or create music with it. The robot can also be used with small children by programming it with color codes drawn on paper. It can be integrated to multiple subjects from arts to science.

Age groups 
One time purchase
Desktop Windows
Desktop Mac
Mobile Android
Mobile iOS
Non-digital product
Not required
Offline play 
Playable offline
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.

Ozobot offers multiple ways to practice programming, from color coding to block-based programming and JavaScript.
The product includes a large variety of lesson materials for teachers. The materials also provide ideas for teachers on how Ozobot can be integrated into different subjects from arts to STEM.
Ozobot is an engaging robot and its relevant apps are easy to use. There are also simple ways to program the robot without the need of additional digital devices.

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

Develop and apply their analytic, problem-solving, design, and computational thinking skills.
Use logical reasoning to predict the behaviour of simple programs.
Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
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 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.

Soft skills learning goals

Practicing to notice causal connections
Learning to acquire, modify and produce information in different forms
Learning to build information on top of previously learned
Learning to combine information to find new innovations
Practicing to look things from different perspectives
Practicing creative thinking
Practicing to evaluate one's own learning
Connecting subjects learned at school to skills needed at worklife
Using technology resources for problem solving
Understanding technological system operations through making
Practicing logical reasoning, algorithms and programming through making
Using technology as a part of explorative and creative process
Developing problem solving skills
Practising to understand visual concepts and shapes and observe their qualities

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