Ozobot

Ozobot

These smart little robots teach higher-level coding concepts and help kids develop logical reasoning skills. Ozobots are preprogrammed to read hand-drawn lines of color, moving along the lines using sensors to read the codes and act.

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Students learn OzoBlockly concepts through 10 levels of game play, followed by writing their own tutorial in Level 11.

  • Subject : 21st Century Skills, Coding
  • Grade : 2 - 11
  • Duration: 45 - 60 mins

In this lesson, students use what they learned about creating a block-based program in Shape Tracer 1 to practice creating loops.

  • Subject : 21st Century Skills, Coding
  • Grade : 2 - 11
  • Duration: 45 - 60 mins

This lesson teaches students how to code as a team and the differences between the tasks of a Navigator and a Driver.

  • Subject : 21st Century Skills, Coding
  • Grade : 2 - 11
  • Duration: 45 - 60 mins

This lesson introduces students to blocks from the OzoBlockly advanced mode. Students learn how to program Ozobot Bit and Evo to improve accuracy and maintain a straight course.

  • Subject : Coding
  • Grade : 2 - 11
  • Duration: 0 - 30 mins

In this lesson, students learn to program the Ozobot to make a 90- degree turn. By discovering how to tune Ozobot in detail, students will develop troubleshooting skills and gain deeper control of their Ozobot's abilities.

  • Subject : Coding
  • Grade : 2 - 12
  • Duration: 0 - 30 mins

In this lesson, students will use directional OzoCodes to guide their Ozobot on a path to visit clean, renewable energy sources.

  • Subject : Coding, Computational Thinking, Science
  • Grade : K - 12
  • Duration: 30 - 45 mins

Using OzoBlockly, students will write a program to make their Ozobot perform a dance routine.

  • Subject : Coding
  • Grade : 1 - 12
  • Duration: 0 - 60 mins

This two-part lesson teaches students to program Evo to count to 10 and perform light and sound animations. Knowledge of level 4 OzoBlockly blocks is helpful. The first part of the lesson is a group activity, followed by an individual activity.

  • Subject : Coding, Math
  • Grade : 5 - 12
  • Duration: 30 - 45 mins

In this two-part lesson, students will program Evo to function as a timer. Knowledge of level 4 OzoBlockly blocks is helpful. The first part of the lesson is a group activity, followed by an individual activity.

  • Subject : Coding, Computational Thinking, Math
  • Grade : 5 - 12
  • Duration: 30 - 60 mins

In this two-part lesson, students will program Evo to use motion sensors to detect and move away from obstacles. Knowledge of level 4 OzoBlockly blocks is helpful. The first part of the lesson is a group activity, followed by an individual activity.

  • Subject : Coding, Computational Thinking
  • Grade : 5 - 12
  • Duration: 30 - 60 mins

In this two-part lesson, students connect coding with literature after reading a not well-known fairytale and programming Ozobot to act as the main character. This lesson includes a guided activity and an independent activity, each taking 55 minutes.

  • Subject : Coding, Reading and Literacy
  • Grade : 2 - 11
  • Duration: 0 - 110 mins

Students write their own fairytale and program Ozobot to become the main character in this two-part lesson. This activity has two parts, the first taking 30-55 minutes and the second taking 55-90.

  • Subject : Coding, Reading and Literacy
  • Grade : 2 - 11
  • Duration: 0 - 85 mins

In this cooperative game, students will compare two numbers to determine which one is greater and count out food pieces, so their Hungry, Hungry Ozobots can collect the food!

  • Subject : Math
  • Grade : K - 1
  • Duration: 0 - 45 mins

In this lesson, students will assemble paper continents and program Ozobot to follow Magellan's path. This activity has two parts, each taking 55 minutes.

  • Subject : 21st Century Skills, Coding, History
  • Grade : 3 - 11
  • Duration: 0 - 110 mins

Introduce students to Ozobot and its line-following and color-sensing visual coding. Students will learn how to give commands to make Ozobot navigate paths to arrive at a finish point. They will also make real-world connections by identifying similarities to other line-following robots.

  • Subject : Coding, Math, Science
  • Grade : K - 12
  • Duration: 0 - 60 mins

Through coding Ozobot, students will learn about probability and randomness, getting a glimpse into the field of statistics. Students will then code Ozobot to arrive at a specific point in a warehouse.

  • Subject : Coding, Computational Thinking, Math
  • Grade : 3 - 7
  • Duration: 45 - 90 mins

In this lesson, students will learn the guidelines for using static and flash codes and find a solution to the "Traveling Salesman Problem." Within this lesson there are nine optional challenges that become progressively more difficult. Allow 45-60 minutes per challenge, depending on age and experience.

  • Subject : Coding, Computational Thinking, Math
  • Grade : 3 - 10
  • Duration: 45 - 60 mins

Students will help Ozobot get its groove by writing, debugging and running a program to make it dance a specific step with the OzoGroove app.

  • Subject : Coding, Computational Thinking, Math
  • Grade : 3 - 12
  • Duration: 0 - 45 mins

This geometry-based program gives students a glimpse into the field of computer programming and related careers. Students will analyze and decompose geometric figures and translate them into Ozobot movements by coding Ozobot to write the word "Ozo."

  • Subject : Coding, Computational Thinking, Math
  • Grade : 3 - 12
  • Duration: 0 - 45 mins

In this lesson, you will introduce the concept of programming and allow students to practice coding by creating their own game level modeled after the OzoBlockly games, fun coding games for Ozobot.

  • Subject : Coding
  • Grade : 2 - 12
  • Duration: 0 - 60 mins

Students will test their presidential history by programming Ozobot to visit presidents in chronological order.

  • Subject : Coding, History
  • Grade : 4 - 6
  • Duration: 0 - 30 mins

In this lesson, students design a game board with events in the history of exploration of space. Using student-created gameplay rules, players program Ozobot Bit to correctly travel the timeline. This project is designed for three one-hour sessions.

  • Subject : Coding, Science
  • Grade : 3 - 9
  • Duration: 0 - 180 mins

This is a fun game that challenges your students to program Ozobot to find the pot of gold. You can even make a race out of it and see who can get there first! Students will work on their ability to decipher and think "in code" while they are playing this game. The activity can be adjusted to your students' abilities, making it perfect for all ages.

  • Subject : Coding
  • Grade : K - 12
  • Duration: 0 - 30 mins

Introduce students to robots, how they work, and the places they show up in our lives. Use color sequencing to introduce the coding language of Ozobot. After learning the basics, students face challenges to practice skills. This activity is designed for two sessions of 50 minutes each.

  • Subject : 21st Century Skills, Coding, Computational Thinking
  • Grade : 6 - 8
  • Duration: 0 - 100 mins

Introduce students to robots, how they work, and the places they show up in our lives. Use color sequencing to introduce the coding language of Ozobot. After learning the basics, students face challenges to practice skills.This activity is designed for three sessions of 50 minutes each.

  • Subject : 21st Century Skills, Coding, Computational Thinking
  • Grade : 3 - 5
  • Duration: 0 - 150 mins

Introduce students to robots, how they work, and the places they show up in our lives. Use color sequencing to introduce the coding language of Ozobot. After learning the basics, students face challenges to practice skills. This activity is designed for four sessions of 50 minutes each.

  • Subject : 21st Century Skills, Coding, Computational Thinking
  • Grade : K - 2
  • Duration: 0 - 200 mins

Create an animal for a robotic petting zoo. The animal must have at least one moving part.

  • Subject : Coding, Math, Science
  • Grade : 2 - 8
  • Duration: 30 - 60 mins

#PROJECTDESCRIPTION#

  • Subject : #SUBJECTNAME#
  • Grade : #GRADELEVEL#
  • Duration: #PROJECTDURATION# mins

A unit is a collection of projects. Some units are learning paths that must be completed in sequence. Others contain projects that are related but can be completed independently of each other.

Sorry, we found no results matching your selection(s).

Introduce students to the OzoBlockly coding language and the drag-and-drop code editor. Students will be prepared to create, load and run their own programs.

  • Subject : 21st Century Skills, Coding
  • Grade : 2 - 12
  • Duration: 240 mins

This unit introduces students to basic coding concepts and Evo's features of sounds, numbers, lights and movement.

  • Subject : Coding, Computational Thinking, Math
  • Grade : 5 - 12
  • Duration: 165 mins

This unit of five projects is designed to introduce new users to line- and color-based coding with Ozobot.

  • Subject : Coding, Computational Thinking, Math, Science
  • Grade : K - 12
  • Duration: 300 mins

This unit connects writing and coding. The Ozobot becomes the main character as students program it to act out a key task or behavior related to a fairytale.

  • Subject : Coding, Reading and Literacy
  • Grade : 2 - 11
  • Duration: 195 mins

#UNITDESCRIPTION#

  • Subject : #SUBJECTNAME#
  • Grade : #GRADELEVEL#
  • Duration: #DURATION# mins