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Codey Rocky

Codey Rocky

Codey Rocky

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Quality pedagogy award
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What is Codey Rocky?

Codey Rocky combines hardware and software, allowing children to learn about programming while they play and create. Through the use of mBlock software, children map every move made by the robot, by assembling a series of building blocks, allowing them to understand each command intuitively.

Children can turn their block-based program into Python code.

In conjunction with Codey Rocky, mBlock software allows children to get to grips with artificial intelligence (AI), including image and voice recognition, as well as deep learning.

Codey Rocky comes with learning materials, examples and tutorials to support children in their learning every step of the way.

Age Range5-7, 8-10, 11-13, 14-16, 17-18, 19+
LanguagesEnglish
PoliciesTerms of ServicePrivacy Policy
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Codey Rocky Pricing


Pricing Plans

One-Off Fee

Codey Rocky pricing starts from $99.99 / one-off

One time purchase

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Pedagogy

Certified Pedagogical Quality

Certified by Education Alliance Finland, 08/2018

EAF Evaluation is an academically-backed approach to evaluating the pedagogical design of a product. EAF evaluators assess the product using criteria that covers the most essential pedagogical aspects in the learning experience.
Passive
Active
The app provides nice examples on how to get started with the Codey Rocky robot. mBlock 5 works as an ideal supplement to the mBlock app. Whereas the mBlock app provides the more restricted learning experience, mBlock 5 works as an open environment for making any kinds of creative projects.
Rehearse
Construct
The user is guided nicely to make choices based on what has been learned. With the mBlock 5 learning experience is fully based on creative problem solving which leads to building deeper understanding.
Linear
Non-linear/Creative
Thanks to the gamification in the Makeblock app, the solution provides accurately predictable learning outcomes. Progress can also be scheduled very accurately and learning progress is directly comparable between users which is practical especially in the classroom use as the teacher can easily follow the progress. With mBlock 5 users have full autonomy and freedom to explore tools and content.
Individual
Collaborative
The solution allows the learner to make all the decisions individually, but face-to-face interaction can be part of the learning experience.

Learning goals

Certified by Education Alliance Finland

The supported learning goals are identified by mapping the product against the selected reference curriculum and soft skills definitions most relevant for the 21st century.

  • Identify and solve their own design problems and understand how to reformulate problems given to them
  • Develop and apply their analytic, problem-solving, design, and computational thinking skills.
  • Use two or more programming languages, at least one of which is textual, to solve a variety of computational problems.
  • Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices.
  • Understand the hardware and software components that make up computer systems.
  • Understand simple Boolean logic and some of its uses in circuits and programming.
  • Understand several key algorithms that reflect computational thinking.
  • Understand how numbers can be represented in binary, and be able to carry out simple operations on binary numbers.
  • Understand how data of various types can be represented and manipulated digitally, in the form of binary digits.
  • Understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
  • Learn to evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
  • Design and develop modular programs that use procedures or functions.
  • Be responsible, competent, confident and creative users of information and communication technology.
  • Learn to analyse problems in computational terms
  • 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.
  • 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 predict the behaviour of simple programs.
  • Create and debug simple programs.
  • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
  • Learning to acquire, modify and produce information in different forms
  • Experiencing and exploring sounds and music from different sources
  • Select, use and combine a variety of software on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information.
  • Develop and apply their analytic, problem-solving, design, and computational thinking skills.
  • Develop their capability, creativity and knowledge in computer science, digital media and information technology.
  • Connecting subjects learned at school to skills needed at working life
  • 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 recognize and express feelings
  • Practicing to notice causal connections
  • Developing problem solving skills
  • Creating requirements for creative thinking
  • Practicing to improvise
  • Practicing to use imagination and to be innovative
  • Practicing persistent working
  • Learning to find the joy of learning and new challenges
  • Understanding technological system operations through making
  • Practicing logical reasoning, algorithms and programming through making
  • Using technology as a part of explorative and creative process
  • Understanding and practicing safe and responsible uses of technology
  • Building common knowledge of technological solutions and their meaning in everyday life
  • Using technology as a part of explorative and creative process
  • Understand and use electrical systems in their products
  • Understand how instructions are stored and executed within a computer system; understand how data of various types (including text, sounds and pictures) can be represented and manipulated digitally, in the form of binary digits.
  • 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.
  • Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems.
  • Undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users.
  • Recognise common uses of information technology beyond school.
  • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
  • Use logical reasoning to predict the behaviour of simple programs.
  • Create and debug simple programs.
  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
  • Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems.
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
  • Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components
  • Investigate new and emerging technologies
  • Participate successfully in an increasingly technological world

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Last updated 8th November 2024
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