Tinkamo Tinker Kit

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Tinkamo Tinker Kit

Tinkamo Tinker Kit

Technology & Computing
Tinkamo Tinker Kit offers building blocks that can be programmed in three different ways

Tinkamo Tinker Kit includes modular, programmable technology blocks, that can be combined to create various projects. The blocks can be programmed in three different ways: with block coding and line coding languages in Tinkamo mobile apps, and with Scratch in Tinkoma browser app. Tinkamo Tinker Kit provides also curriculum material for early education to be used with the Kit.

Age groups 
Mobile Android
Mobile iOS
Non-digital product
Not required
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.

Tinkamo Tinker Kit successfully teaches how programming can affect the real world. When doing the programming correctly on the screen, your creations come to life and can be controlled in a very satisfying manner. The Tinker's guide and the Teachers' guide offer more than enough examples to get started with, and the children will be motivated to experiment and explore the parts further. There are a variety of sensors and building parts, and the programming environments are easy to use.
The compatibility with official Lego bricks helps to keep children's interest after they have completed all the pre-set projects. The coding is intuitive to do on mobile devices, and feedback is immediate. If a user makes mistakes, it's possible to figure out what went wrong. In the Art Curriculum, combining the premade components with craft ideas and stories is a great idea and provides for infinite learning outcomes through creativity.
Tinkamo provides projects that require the user to follow instructions. Some improvisation may be done, for example, users can play around with values in the coding and try to adapt the code to achieve other things. Tinkamo Blocks themselves show high quality. In hands of an experienced and competent teacher, the possibilities are close to limitless, mainly for K-2 education. Older students can also explore possibilities of the blocks more independently and use the Scratch environment.
Tinkamo Tinker Kit t is very flexible: it can be easily shared, played with, or used as a classroom tool. It is easy for parents to get involved at home to set things up. In Art Curriculum projects, collaboration is encouraged, and the lessons involve discussion and sharing ideas and experiences. The Tinkamo Edu App offers great classroom settings to enable this. Programming is best done individually, as it teaches children to be persistent and solve problems.

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

Tinkamo Tinker Kit is a well thought-out product with good execution. The physical components, the app and teacher material are very high-quality. All aspects come together to be engaging to kids.
Tinkamo is a good way to introduce kids to computer skills like basic programming concepts and mechanics in a child friendly manner. Good for classrooms and homes.
The product is rewarding to use and encourages children to build and bring their creations to life with electronic components and coding.

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 plans that describe a program’s sequence of events, goals, and expected outcomes.
Give attribution when using the ideas and creations of others while developing programs.
Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.
Using correct terminology, describe steps taken and choices made during the iterative process of program development.
Model daily processes by creating and following algorithms (sets of step-by-step instructions) to complete tasks.
Model the way programs store and manipulate data by using numbers or other symbols to represent information.
Develop programs with sequences and simple loops, to express ideas or address a problem.
Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
Describe basic hardware and software problems using accurate terminology.
Select and operate appropriate software to perform a variety of tasks, and recognize that users have different needs and preferences for the technology they use.
Use appropriate terminology in identifying and describing the function of common physical components of computing systems (hardware).
Store, copy, search, retrieve, modify, and delete information using a computing device and define the information stored as data.
Collect and present the same data in various visual formats.
Identify and describe patterns in data visualizations, such as charts or graphs, to make predictions.
Create programs that include sequences, events, loops, and conditionals.

Soft skills learning goals

Practicing to notice causal connections
Learning to build information on top of previously learned
Learning to combine information to find new innovations
Encouraging to build new information and visions
Practicing to work with others
Enabling the growth of positive self-image
Learning to plan and organize work processes
Practicing decision making
Connecting subjects learned at school to skills needed at working life
Building common knowledge of technological solutions and their meaning in everyday life
Using technology resources for problem solving
Understanding technological system operations through making
Using technology as a part of explorative and creative process
Using technological resources for finding and applying information
Understanding and practicing safe and responsible uses of technology
Practicing logical reasoning, algorithms and programming through making
Using technology for interaction and collaboration
Using technology as a part of explorative process
Practicing fine motor skills
Practising visual recognition
Learning to notice causal connections
Practicing persistent working
Practicing to set one's own learning goals
Learning to find the joy of learning and new challenges
Creating requirements for creative thinking
Practicing creative thinking
Practicing to improvise
Encouraging students to be innovative and express new ideas
Practicing to use imagination and to be innovative
Practicing categorization and classification
Practicing to find ways of working that are best for oneself
Practicing to evaluate one's own learning
Practicing to use imagination and to be innovative
Developing problem solving skills
Practicing to plan and execute studies, make observations and measurements
Learning to face failures and disappointments
Practicing to notice links between subjects learned
Encouraging positive attitude towards working life
Practicing versatile ways of working
Realizing the connection between subjects learned in free time and their impact to skills needed at worklife
Understanding and interpreting of matrices and diagrams
Using technology to express one’s emotions and experiences
Practicing memorizing skills

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