Robo Wunderkind

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CertifiedEducation quality
06/2019
Robo Wunderkind

Robo Wunderkind

Robo Wunderkind
Robotics and electronics
Modular robotics set for building and visual programming.

Robo Wunderkind is a STEM robotics kit that gives children as young as 5 y.o. the opportunity to build their own robots and program them in a fun and playful way. Robo Code app allows visual programming with plenty of opportunities. Robo Live allows more casual controlling and driving of the robot. The company offers plenty of high quality lesson plans and activities for the robot set.

Age groups 
Preschool
Elementary
Platform 
Desktop Windows
Mobile Android
Mobile iOS
Other
Registration 
Not required
Offline play 
Playable offline
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
The student can actively explore the affordances of the robot. Robo Wunderkind provides structured lesson plans and materials, however the user doesn't have to follow pre-set steps and can easily go straight to more demanding tasks. The teacher materials and the student journal are very comprehensive and straightforward to use. Example robots are provided on every task, so the user can follow easy steps to get the idea of the parts that are needed for the tasks.
Rehearse
Construct
The materials provided with the kit (teacher slides and student journal) are well based on the idea of gathering information and learning skills through scaffolding: They are starting from the basics and focus on what has been learned, making sure the new information is clearly pointed out at every step. There’s plenty of reflection of learning, and the learning happens by through creative tasks, using a story as a framework for the task in hand.
Linear
Non-linear/Creative
When used with the curriculum materials, the solution provides accurately predictable learning outcomes: each lesson is planned with a clear aim or a pre-set outcome. More creative solutions are possible, and the solution promotes free exploration of the robots. Many of the tasks also require the child to think creatively, for example think what concepts like “State” or “Parallel actions” would mean in real life.
Individual
Collaborative
Robo Wunderkind can be used both individually and in groups. When used in collaboration with other learners it provides multiple possibilities for a shared learning experience. When working in a classroom environment, modular building and visual programming create an excellent base for good group learning activities.

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

Versatile, modular robots which fit well for the targeted age group
High quality lesson plans, which help the teacher in taking the robot into use in class
Plenty of examples or projects, which can be easily varied
Well designed apps which use very clever visual programming language

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

Can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems.
Can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
Understand the hardware and software components that make up computer systems.
Develop and apply their analytic, problem-solving, design, and computational thinking skills.
Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
Create and debug simple programs.
Use logical reasoning to predict the behaviour of simple programs.
Use technology purposefully to create, organise, store, manipulate and retrieve digital content.
Recognise common uses of information technology beyond school.
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
Design and develop modular programs that use procedures or functions.
Understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
Develop the creative, technical and practical expertise needed to perform everyday tasks confidently and to participate successfully in an increasingly technological world.
Design purposeful, functional, appealing products for themselves and other users based on design criteria.
Explore and evaluate a range of existing products.
Explore and use mechanisms [for example, levers, sliders, wheels and axles], in their products.
Investigate and analyse a range of existing products.
Evaluate their ideas and products against their own design criteria and consider the views of others to improve their work.
Apply their understanding of computing to program, monitor and control their products.
Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors].
Apply their understanding of how to strengthen, stiffen and reinforce more complex structures.
Critique, evaluate and test their ideas and products and the work of others.

Soft skills learning goals

Practicing strategic thinking
Learning to face failures and disappointments
Practicing to notice causal connections
Learning to build information on top of previously learned
Encouraging to build new information and visions
Learning to combine information to find new innovations
Practicing to notice links between subjects learned
Learning to face respectfully people and follow the good manners
Practicing to work with others
Learning to listen other people’s opinions
Learning decision-making, influencing and accountability
Learning to plan and organize work processes
Practicing logical reasoning to understand and interpret information in different forms
Using technology as a part of explorative and creative process
Learning to acquire, modify and produce information in different forms
Practising to understand visual concepts and shapes and observe their qualities
Building common knowledge of technological solutions and their meaning in everyday life
Understanding technological system operations through making
Practicing logical reasoning, algorithms and programming through making
Practicing fine motor skills
Practising visual recognition
Learning to notice causal connections
Practicing persistent working
Learning to find the joy of learning and new challenges
Creating requirements for creative thinking
Practicing creative thinking
Encouraging students to be innovative and express new ideas
Practicing to use imagination and to be innovative
Developing problem solving skills
Practicing to improvise
Practicing to use imagination and to be innovative
Practicing to look things from different perspectives
Encouraging the growth of positive self-image
Practicing to take care of own and other people’s safety
Using technology resources for problem solving
Practicing categorization and classification

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