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Build any structure with Strawbees reusable connectors and straws. The modification state never ends - just keep adding, updating or removing pieces. Experiment by adding different building materials or maker tools.

  • Grades: K - 12
  • Dash
  • Please log into MakerHub

Get started rocking, rolling and coding with this clever robot. Dash can dance, light up, make sounds, respond to voices, navigate objects and more. Beginners and advanced programmers alike will enjoy playing and learning with Dash.

  • Grades: 2 - 5

Meet Edison, a modular robot that immerses kids in STEM concepts. It comes preloaded with functions that are ready to use right away. When students are ready for more of a challenge, they can create their own programs. Use as is or add LEGO bricks.

  • Grades: 1 - 12

Teach electronics and STEAM principles with this intuitive system. LittleBits are color-coded and labeled, and they easily snap together with magnets. All Bits work together, so you can combine pieces from different kits to invent something new.

  • Grades: 3 - 12

Teach the basics of computer programming - no screen required! Cubetto is a friendly, wooden robot that teaches the basics of coding through hands-on play. Each block is a command, creating a programming language that kids can touch and manipulate.

  • Grades: Pre-K - 1

Learn, play and explore with the first app-enabled robotic ball. Sphero pairs to your smartphone or tablet, allowing kids to program simple commands. As their coding skills improve, they can move on to more complex instructions.

  • Grades: 1 - 12

There's no wrong way to build with Cubelets Robot Blocks. Inspire budding innovators to play, build and become better thinkers with this groundbreaking, magnetic robot construction system. There are thousands of combinations - no coding required.

  • Grades: 1 - 12
  • Cue
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This robot's emotive AI technology engages kids learning to code. As students use Block or JavaScript programming to make Cue talk, text, laugh and navigate its surroundings, they're developing critical problem-solving skills.

  • Grades: 6 - 8

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.

  • Grades: K - 12

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In this lesson, students create seesaw tracks using Strawbees, then use Quirkbot to transport a ping-pong ball across as many tracks as possible before hitting the ground.

  • Product: Strawbees
  • Grades: 2 - 4
  • Duration: 45 - 90 mins

In this lesson, students create seesaw tracks using Strawbees, then use Quirkbot to transport a ping-pong ball across as many tracks as possible before hitting the ground.

  • Product: Strawbees
  • Grades: 5 - 7
  • Duration: 45 - 90 mins

In this lesson, students create seesaw tracks using Strawbees, then use Quirkbot to transport a ping-pong ball across as many tracks as possible before hitting the ground.

  • Product: Strawbees
  • Grades: 8 - 12
  • Duration: 45 - 90 mins

This lesson teaches students the basics of flow programming with Quirkbot CODE. Students will design a wearable with Strawbees and illuminate it with Quirkbot and LED lights.

  • Product: Strawbees
  • Grades: 3 - 4
  • Duration: 45 - 90 mins

This lesson teaches students the basics of flow programming with Quirkbot CODE. Students will design a wearable with Strawbees and illuminate it with Quirkbot and LED lights.

  • Product: Strawbees
  • Grades: 5 - 7
  • Duration: 45 - 90 mins

This lesson teaches students the basics of flow programming with Quirkbot CODE. Students will design a wearable with Strawbees and illuminate it with Quirkbot and LED lights.

  • Product: Strawbees
  • Grades: 8 - 12
  • Duration: 45 - 90 mins

In this set of three activities, students use Blockly coding to complete the challenges centering around Dash's road trip. Cross-curricular connections are included, as well as planning and reflection worksheets.

  • Product: Dash
  • Grades: 3 - 5
  • Duration: 0 - 60 mins

In this collection of friendship-themed challenges, students will get to know Dash's and Dot's capabilities and work with Blockly code. Designing Mazes for Robots is the classroom feature.

  • Product: Dash
  • Grades: 3 - 5
  • Duration: 30 - 45 mins

In this collection of challenges, students use Blockly coding to help Dash and Dot go on adventures, play dress-up and become storybook characters. Storytelling and Geography With Robots is the classroom feature.

  • Product: Dash
  • Grades: 3 - 5
  • Duration: 30 - 45 mins

In this collection of challenges, students use Blockly coding to help Dash and Dot play classic games such as duck, duck, goose; red rover; hot potato and more. The Robot Olympics is the classroom feature.

  • Product: Dash
  • Grades: 3 - 5
  • Duration: 30 - 45 mins

This easy-to-follow series of 23 activities allows students to work independently, gradually learning about the Edison robot and EdBlocks, a robot programming language. Some activities require the EdBlocks app.

  • Product: Edison
  • Grades: 1 - 4
  • Duration: 30 - 45 mins

Students gain familiarity with the Edison robot through a series of activities, including programming the robots using bar codes. They then learn the basics of the EdScratch programming environment in preparation for the next unit.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

Students explore Edison's abilities to move using its motors and use the robot's LEDs and buzzer through a range of activities. Computer programming fundamentals are introduced. Students begin to develop familiarity with programming in EdScratch.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

Students examine the key computational concept of loops and explore different ways loops can be used to control Edison's behavior. The topic of programming logic is examined more closely. Students continue to explore the EdScratch environment.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

Students explore selection and branching through the computational concepts of conditionals and events. Students learn about algorithms and use this understanding to create programs enabling more autonomous behavior from the robots.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

Students dive into the key computational concepts of variables, data and expressions while applying prior learnings from previous units. Exploration of the EdScratch environment is rounded out as students revisit and expand on earlier concepts.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

By designing and developing projects of their own using iterative cycles of planning, making and testing, students put the key computational thinking, problem-solving, programming, and physical computing concepts they have learned to work.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 0 - 60 mins

This lesson develops technology skills. Students familiarize themselves with the programming environment and learn how to download a program to the robot.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

This lesson introduces sequential programming. Students learn how the robot responds to some basic driving commands and bring together the concepts of time, speed and distance.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

This lesson covers sequential programming and basic geometry and introduces the concept of variables in Python. Students explore additional driving commands that utilize time and geometry to enable greater variety and control when driving.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students learn their second control structure in Python, the "for" loop, and learn about the "range()" function in Python. This lesson has students practice writing programs using loops that allow them to drive Edison in various shapes.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

This lesson introduces the concept of strings in Python and reinforces how to use expressions in programs. Students learn about how sounds work in Edison.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students learn how to make Edison respond to outside stimulus using the sound-detecting sensor to register hand claps. The concept of flowcharts is introduced, and students also learn how to make their own function.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students learn how to program Edison using the infrared sensors, enabling the robot to make decisions autonomously in response to obstacles. Students also learn about event-based programming and how to use "if" statements in Python.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students explore Edison's line-detecting sensor and learn about basic robot sensing and control similar to that used in advanced automated factories and warehouses. Students are also introduced to the concepts of pseudo-code and algorithms.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students explore how Edison's visible light sensors can be used to measure light levels with the results being used as variables in a program. Students expand their knowledge of creating programs that perform mathematics on input variables.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

Students apply knowledge from previous lessons to design their own vampire robot behaviors. The concepts of a class definition and objects are introduced, then students work through designing, coding, testing and demonstrating their programs.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 0 - 45 mins

This guide introduces brainstorming and the littleBits Invention Cycle and provides detailed instructions for four guided and four open challenges. Sections on classroom management and troubleshooting are also included.

  • Product: littleBits
  • Grades: 3 - 8
  • Duration: 45 - 120 mins

This guide is designed to help you get started with littleBits and the STEAM movement. Topics include organization, fixed stations vs. workshops, and design challenges. You'll also get tips from other K-12, public and academic librarians.

  • Product: littleBits
  • Grades: 3 - 12
  • Duration: 45 - 120 mins

In this collection of eight activities, students will learn to control a digital device, understand what an algorithm is, use logical reasoning to predict behavior of simple programs and create their own simple program.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 0 - 45 mins

In these eight activities, students continue to explore algorithms and programs with number matching, opposites, shapes, space and measurement.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 0 - 45 mins

This series of eight activities centers on tinkering, collaborating, creating, and identifying and sorting 2D and 3D shapes.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 0 - 45 mins

This collection of eight activities introduces the programming concepts of testing and debugging through shapes, space, measurement, days of the week and more.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 0 - 45 mins

Use Sphero and a pan of paint to see how atoms move in solid, liquid and gas states. By programming Sphero to move about in different-sized spaces while tracing its path with paint, students can "see" atomic movement in action.

  • Product: Sphero
  • Grades: 5 - 12
  • Duration: 0 - 60 mins

Sphero quizzes students on their knowledge of the solar system, and afterward students can code their own quiz on a topic of their choice.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 120 - 240 mins

Students learn about the history of Morse code, learn how to decode communications, and use Morse code to create and share a message.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 0 - 60 mins

Students learn the basics of the text canvas and loops, as well as some tips to get started with JavaScript code.

  • Product: Sphero
  • Grades: 4 - 8
  • Duration: 30 - 60 mins

Students turn Sphero into a Magic 8 Ball by combining variable, nested "if/then, else" conditions and random values. By creating a random data generator, they can investigate chance processes and probability models.

  • Product: Sphero
  • Grades: 4 - 8
  • Duration: 0 - 60 mins

This short activity explores the scientific method through a discussion around concussions and G-forces. Students will make educated predictions, experiment, analyze data, draw conclusions and share their findings.

  • Product: Sphero
  • Grades: 5 - 8
  • Duration: 30 - 60 mins

Students use Sphero's sensor and location graph feature to calculate the area of a rectangle in various unit measures and discover how the calculation of area is used in real-world situations.

  • Product: Sphero
  • Grades: 3 - 5
  • Duration: 60 - 120 mins

On the Draw Canvas on the Sphero Edu app, students draw letters, spell words and navigate around obstacles with Sphero.

  • Product: Sphero
  • Grades: 1 - 3
  • Duration: 30 - 60 mins

This lesson introduces students to the Draw Canvas on the Sphero Edu app by having them draw shapes that represent code.

  • Product: Sphero
  • Grades: 1 - 3
  • Duration: 30 - 60 mins

This lesson uses time, speed and distance to introduce students to linear relationships. Students create a simple Blocks program to complete two experiments.

  • Product: Sphero
  • Grades: 6 - 8
  • Duration: 0 - 60 mins

Students program Sphero to navigate their own original maze. They must gather data about the best route through a maze and ?gure out how to build a program so Sphero can successfully navigate.

  • Product: Sphero
  • Grades: 2 - 8
  • Duration: 30 - 60 mins

This 16-page guide contains everything you need to know to get the (Sphero) ball rolling. Read about how Sphero is being used in and out of the classroom, learn about the Sphero Edu app and get activity ideas and classroom management tips.

  • Product: Sphero
  • Grades: 1 - 8
  • Duration: 30 - 60 mins

Use this guide to help establish an instructional program that leverages Sphero in a makerspace, supporting everything from dedicated maker projects aligned with curriculum to original student-driven inventions to after-school programs and free play.

  • Product: Sphero
  • Grades: 1 - 8
  • Duration: 30 - 60 mins

A "marble run" is a course in which a marble starts at one end and travels by gravity down a set path, encountering obstacles and sometimes making things happen as it passes. Students will design a "Sphero run" that works in a similar fashion.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 120 - 240 mins

  • Product: Sphero
  • Grades: 1 - 3
  • Duration: 0 - 60 mins

Sphero brought a few "bugs" back with it from the jungle. Students will debug a program in order to get Sphero working again.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 0 - 60 mins

There are all kinds of noises in the jungle chasing Sphero. Students use loops, conditionals and comparators to create a random sound generator called Jungle Toss to throw the predators off the trail.

  • Product: Sphero
  • Grades: 1 - 6
  • Duration: 0 - 60 mins

After making some fantastic discoveries in the jungle, it's now time to go home. Students program Sphero to communicate with base camp and arrange a pickup.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 0 - 60 mins

Sphero has been sent to explore a remote part of the jungle. Students' challenge is to program Sphero through different parts of the jungle undetected using the Draw Canvas on the Sphero Edu app.

  • Product: Sphero
  • Grades: 3 - 6
  • Duration: 0 - 60 mins

Sphero is in the jungle and hears something behind it that it needs to escape. To navigate the path to a shortcut, students must program Sphero with the Block Canvas on the Sphero Edu app.

  • Product: Sphero
  • Grades: 3 - 6
  • Duration: 0 - 60 mins

Students create a food web using Sphero to show the transfer of energy within an underwater ecosystem. This lesson helps students discover the importance of sequencing when designing food webs and writing algorithms.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

During this humanitarian engineering project, students design a pulley system that could be used to source water in Uganda, where sanitation is a major problem. Students develop annotated sketches and build a pulley from recycled materials.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 60 - 120 mins

Students work together to re-create a piece from Lee Krasner's 1940s series "Little Images" using programming and paint. They will predict the behavior of different programs containing loops, then adapt the templates to paint with Sphero.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 60 - 120 mins

Students discover the politics behind the drug war that changed China forever by role-playing as British smugglers. They will create algorithms using variables that take Sphero on a journey from Britain to China in the 1800s.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

In this lesson, students discover Bridget Riley's techniques, using their knowledge of congruent shapes, reflection, translation and rotation. Students build a pen holder for Sphero and re-create Riley's patterns.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

Students learn about Paso Pacifico's ingenious conservation solution of decoy turtle eggs. They will program their own decoy Sphero and use its sensors to fool the poachers and make it safely to the sea.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

Students learn about Boolean logic by playing Guess Who with Sphero, then use Boolean logic to search for endangered species.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

Students learn about African countries by using globes, atlases and Boolean logic to name and describe their location relative to each other.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 0 - 60 mins

Students get an overview of the Sphero Edu app, learn how to create programs using block coding, and gain an understanding of loops and operators.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 30 - 60 mins

Students learn their first "if/then, else" condition by building a fun game where they throw Sphero and guess animal sounds.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 30 - 60 mins

Students build a spinning top program using the concepts of normalization and absolute value.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 30 - 60 mins

Students use variables to build a Hot Potato game powered by Sphero. They will also learn about "loop until" and randomness to bring this classic game to life.

  • Product: Sphero
  • Grades: 2 - 11
  • Duration: 0 - 60 mins

In this lesson, students learn the skills necessary to navigate Mars terrain. They will explore balanced forces, introduce the mathematic concept of scale and understand how Sphero moves across different surfaces.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 0 - 60 mins

In this lesson, students explore unbalanced forces and begin to engineer their first Sphero-powered Mars rover, drawing upon their understanding of force and movement to design and build the rover.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 0 - 60 mins

In this final lesson, students must bring their understanding of force, scale, and block programming together to help their team make it through the Martian mission simulation.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 120 - 240 mins

This set of 21 activity cards is designed to support learning stations for small groups of two to three builders. Cards can be used by educators of any Cubelets skill level to guide learning in a student-driven learning center or classroom.

  • Product: Cubelets
  • Grades: 4 - 8
  • Duration: 30 - 45 mins

This unit overview gives educators a high-level view of lesson progression, lesson objectives and student assessment.

  • Product: Cubelets
  • Grades: 1 - 3
  • Duration: 0 - 30 mins

Students use their natural curiosity to explore Cubelets while working with a partner or in a small group.

  • Product: Cubelets
  • Grades: 1 - 3
  • Duration: 0 - 30 mins

Starting with a Drive Bot, students experiment with building robots that use more than one ACT Cubelet. Students brainstorm possible applications for the robots they build.

  • Product: Cubelets
  • Grades: 1 - 3
  • Duration: 0 - 30 mins

Modeling happens in all different ways, but the most common is to draw a picture of what you observe. In this lesson, students will practice drawing pictures of robots they build.

  • Product: Cubelets
  • Grades: 1 - 3
  • Duration: 0 - 45 mins

Students investigate what happens when they add robot blocks to constructions that they already understand. First, students will build with two or more ACT Cubelets, then students explore what happens when they use more than one SENSE Cubelet.

  • Product: Cubelets
  • Grades: 1 - 3
  • Duration: 0 - 30 mins

Students now have a fluent understanding of how SENSE and ACT Cubelets work together in robot constructions, so this lesson adds THINK Cubelets to open a whole new level of Cubelets play.

  • Product: Cubelets
  • Grades: 1 - 3
  • Duration: 0 - 30 mins

Students will use critical thinking skills to build a specific robot based on a description. By this point, students should be fluent with Cubelets, so this lesson is intended to push student groups to work together to build more complex robots.

  • Product: Cubelets
  • Grades: 1 - 3
  • Duration: 0 - 45 mins

Students make 3-block robot constructions, then another group acts out the robot the first group built.

  • Product: Cubelets
  • Grades: 1 - 3
  • Duration: 0 - 30 mins

This unit overview gives educators a high-level view of lesson progression, lesson objectives and student assessment.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 0 - 45 mins

Students use their natural curiosity to explore Cubelets while working in a small group.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 0 - 45 mins

Students investigate the unique properties of each SENSE and ACT Cubelet and discover how rotating the orientation of each Cubelet can drastically change robot behavior.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 0 - 45 mins

Starting with a Drive Bot, students experiment with building robots that use more than one ACT Cubelet. Students brainstorm possible applications for the robots they build.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 0 - 45 mins

Starting with a Drive Bot, students experiment with building robots that use more than one ACT Cubelet. Students brainstorm possible applications for the robots they build.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 0 - 45 mins

Students apply their understanding of Cubelets and investigate what happens when they use more than one SENSE Cubelet.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 0 - 45 mins

Modeling happens in all different ways, but the most common is to draw a picture of what you observe. In this lesson, students will practice drawing pictures of robots they build.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 0 - 45 mins

Students will use critical thinking skills to build a specific robot based on a description. By this point, students should be fluent with Cubelets, so this lesson is intended to push student groups to work together to build more complex robots.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 0 - 45 mins

Students use paper to change the behavior of a robot construction as a precursor to programming with Cubelets Blockly. This lesson allows students to combine their spatial reasoning and computational thinking skills into one robotics project.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 0 - 45 mins

This unit overview gives educators a high-level view of lesson progression, lesson objectives and student assessment.

  • Product: Cubelets
  • Grades: 7 - 12
  • Duration: 0 - 60 mins

Students investigate the unique properties of each Cubelet. First, students explore SENSE and ACT Cubelets, then they expand their investigation to include THINK Cubelets.

  • Product: Cubelets
  • Grades: 7 - 12
  • Duration: 0 - 60 mins

Students learn about Cue's robot capabilities while programming with sequences, events and loops. They also complete a Creative Writing Design Thinking Project spread across 10 lessons. Resources include a curriculum and getting started guide.

  • Product: Cue
  • Grades: 6 - 8
  • Duration: 45 - 60 mins

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

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: K - 12
  • Duration: 30 - 45 mins

  • Product: Dash
  • Grades: 2 - 5
  • Duration: 0 - 60 mins

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

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 2 - 11
  • Duration: 0 - 85 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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."

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 2 - 12
  • Duration: 0 - 60 mins

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

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: 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.

  • Product: Ozobot
  • Grades: K - 2
  • Duration: 0 - 200 mins

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  • Grades: #GRADELEVEL#
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This unit contains six projects, each with a series of activities related to a common theme. Students will develop a familiarity with computational thinking and fundamental computer science concepts. Some activities require the EdScratch app.

  • Product: Edison
  • Grades: 4 - 7
  • Duration: 360 mins

This unit of 10 lessons is designed to teach Python programming using the Edison robot. A basic understanding of programming is recommended before beginning this unit. Activities require the EdPy app.

  • Product: Edison
  • Grades: 8 - 12
  • Duration: 810 mins

Introduce children to a screen-free programming language that they can touch. These lessons foster learning in key areas, including STEM, creative thinking, social-emotional and communication.

  • Product: Cubetto
  • Grades: Pre-K - 1
  • Duration: 990 mins

Students explore coding with Sphero Edu app by creating basic shapes and letters, eventually tackling more complex challenges and calculating perimeter.

  • Product: Sphero
  • Grades: 1 - 3
  • Duration: 1170 mins

Five jungle expeditions put Sphero in scary and dangerous situations. Students must use problem-solving and coding skills to escape any dangers lurking around.

  • Product: Sphero
  • Grades: 1 - 8
  • Duration: 1470 mins
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This unit of eight activities takes students to various parts of the world to learn about topics like British painters, the Ugandan water crisis and Costa Rican turtles.

  • Product: Sphero
  • Grades: 5 - 9
  • Duration: 2070 mins

This series of four activities introduces students to the Sphero Edu app and helps them get familiar with block coding.

  • Product: Sphero
  • Grades: 2 - 11
  • Duration: 2310 mins

In this series of three activities, students learn the skills needed to navigate in alien terrain. Key mathematical and scientific concepts are integrated with coding. It is recommended that students complete the Sphero Blocks unit beforehand.

  • Product: Sphero
  • Grades: 3 - 8
  • Duration: 2670 mins

These 11 lessons are designed as a two-week introduction to help students become familiar with the learning tool and start creating with Cubelets across disciplines.

  • Product: Cubelets
  • Grades: 1 - 3
  • Duration: 3045 mins

These 10 lessons are designed as a two-week introduction to help students become familiar with the learning tool and start creating with Cubelets across disciplines.

  • Product: Cubelets
  • Grades: 4 - 6
  • Duration: 3495 mins

These five lessons are designed as a one-week introduction to help students become familiar with Cubelets so they can start using the system as a tool for learning and modeling other concepts.

  • Product: Cubelets
  • Grades: 7 - 12
  • Duration: 3855 mins

Cue curriculum is organized into three units: Creative Writing, Game Design, and Innovation. Each introduces new robot capabilities tied to fundamental coding concepts. Students explore these using different programming paradigms. These are then applied to a long-term project.

  • Product: Cue
  • Grades: 6 - 8
  • Duration: 3915 mins

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.

  • Product: Ozobot
  • Grades: 2 - 12
  • Duration: 4155 mins

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

  • Product: Ozobot
  • Grades: 5 - 12
  • Duration: 4320 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.

  • Product: Ozobot
  • Grades: 2 - 11
  • Duration: 4515 mins

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

  • Product: Ozobot
  • Grades: K - 12
  • Duration: 4815 mins

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  • Grades: #GRADELEVEL#
  • Duration: #DURATION# mins