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CodiPlay

CodiPlay

4.5/5

CodiPlay

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What is CodiPlay?

The CodiPlay mobile application is a comprehensive solution that allows you to learn the basics of programming using a smartphone and create IoT projects.

Through an exciting game, CodiPlay helps children understand the basics of algorithms, sequences, cycles and conditional expressions, as well as develop algorithmic thinking and pattern recognition.

Using CodiPlay, you can visually assemble an IoT constructor using block code elements, connect circuits, and simulate the operation of algorithms on a smartphone. Then, assemble the constructor in real life, upload your code there, and make your IoT project!

CodiPlay's curriculum has been designed based on STEM and Maker Education, and consists of different levels of difficulty that suit children of different ages. You can find us https://play.google.com/store/apps/details?id=com.CEREALLAB.FruitsLoop&hl=ru

Recommended Usage

twice a month

Educational Impact

build student knowledge
93%
improve teacher knowledge
93%
improve school processes
89%
improve teaching efficiency
89%
increase student collaboration
89%

Additional evidence

Jun 2024

UNICEF Digital Public Goods Status Confirmation

Jun 2024

UNICEF Digital Public Goods Recognition Document

Sep 2024

Technology Meeting with CodiPlay at YETEV Schools

Sep 2024

Codiplay Digital innovation of the year - Learning.

CompanyBusiness Name: Codiplay
HQ Location: United Arab Emirates
Founded: 2021
Age Range8-10, 11-13, 14-16
FeaturesGive Student FeedbackGive Teachers FeedbackSummer Coding CampsTraining For Teachers
LanguagesEnglish, Kazakh, Russian, Uzbek, Azerbaijani
AccessibilityModerate features
PoliciesTerms of ServicePrivacy PolicyGDPR
RequirementsMobile - iPhoneMobile - iPadMobile - Android

Codiapp is avaliable on Google Play and App Store. The app has a unique code compilation system that allows you to write code directly on your smartphone and send it through a cable to an Arduino microcontroller, which sets commands for the smart gadgets to move. This solution eliminates the need for a computer at all stages of learning and gives children who do not have access to computers access to quality IT education.

Set Up

1 minute

TrainingVideos
SupportFAQs/Forum
Home LearningParent Access

Teacher must create the account.

Tags#CodiApp#CodiTeach#CodiKIt#CodiPlay

CodiPlay Pricing


Pricing Plans

Free TrialPaid Subscription

Optimised for a quick response
Special Offerhttps://play.google.com/store/apps/details?id=com.CEREALLAB.FruitsLoop&hl=ru

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CodiPlay Reviews

4.5 out of 5

from 7 Verified Reviews

CodiPlay has collected 7 reviews in the past 6 months

User rating

Excellent
5
Great
2
Average
0
Poor
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Country

CodiPlay
it teacher

It teacher

Shkola Pri Kau, Kazakhstan

Used CodiPlay daily for 0–3 months

Sep 2024

Great program, I really like it. The only thing is, it's too early for 3-4 grades

it teacher found CodiPlay:
  • Moderately increases student collaboration
    svatofor
  • Significantly improves teaching efficiency
    ready-made plans and step-by-step instructions help
  • Moderately improves teacher knowledge
    helps to develop
  • Moderately improves school processes
    Not yet
  • Moderately builds student knowledge
    teamwork helps to study effectively
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Funda ERGÜN GÖÇEKLİOĞLU

Bilişim Teknolojileri Öğretmeni

Özel Ümraniye Madenler İrfan Ortaokulu, Turkey

Used CodiPlay daily for 0–3 months

Sep 2024

Funda ERGÜN GÖÇEKLİOĞLU found CodiPlay:
  • Significantly increases student collaboration
  • Significantly improves teaching efficiency
    Uygulamalı ve teorik bilgilerin içerisinde barındıran bu platform, Hem somut hem simülasyon deneyimi sağlamakta. Öğretmenler için bu iki anlamda da deneyim sağlaması etkileşimli olması çok katkı sağlayıcı
  • Significantly improves teacher knowledge
    Öğretmenlerin eğitimine yeni teknolojilere hitap etmesi açısından ve geliştirilebilir olması açısından olumlu katkı sağlamakta
  • Significantly improves school processes
  • Significantly builds student knowledge
    Uygulama deneyimi sağladığı için ve geliştirilebilir olduğu için oldukça verimli.
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Amina

Business Manager

Mantle, United States of America

Used CodiPlay weekly for 7–12 months

Aug 2024

It is a great technology overall. Possible the most effective we've used so far. With the deeper development of the gamification aspect for kids I think it would be unbeatable.

Amina found CodiPlay:
  • Significantly increases student collaboration
    Overall engagement has been significantly higher with the use of gamification, but I also see how they exchange their CodiPlay experience among each other and with the teaching staff.
  • Moderately improves teaching efficiency
    Having a curriculum supported by the software is way easier than following it with a routine educational process. I can see the progress, the effectiveness of each module and, honestly, it helps tremendously with the reporting. It still requires a lot of manual work with exporting the data, but it is WAY easier compared to traditional approach.
  • Significantly improves teacher knowledge
    This one is easy - sometimes technology knows better than us. Going through a curriculum helps get ready for the class.
  • Moderately improves school processes
    As I mentioned previously, reporting has become way easier. Overall performance measurement has became more convenient.
  • Significantly builds student knowledge
    CodiPlay is doing great job with it's initial purpose - teaching kids to code. It is a simple yet very needed procedure - I personally have seen kids learning coding from scratch and developing an interest from a very young age. Honestly, other program in my opinion fail to engage kids as much.
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IT teacher

Computer Science Teacher

IZB, Uzbekistan

Used CodiPlay weekly for 4-6 months

Aug 2024

based on the answers given to me in the past, I can add. That this is a very interesting and unique platform.

IT teacher found CodiPlay:
  • Moderately increases student collaboration
    The students liked the traffic light project
  • Significantly improves teaching efficiency
    The program of the plan itself is very convenient, but at first it's a little boring for the guys. the students are very smart.
  • Significantly improves teacher knowledge
    It's very interesting, a new direction, I'm developing!
  • Significantly improves school processes
    students are very involved in the process, this is a new direction in education and learning something new.
  • Significantly builds student knowledge
    students are very involved in the process, this is a new direction in education and learning something new.
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Amangeldy

IT teacher

Binom School Satpayev, Kazakhstan

Used CodiPlay daily for 0–3 months

Jul 2024

As far as I'm concerned about the codiplay platform, the overall platform is pretty well built. Arduino is taught easily and easily. A very necessary aid for a teacher. The classification of tasks according to the age of children, the ability to learn through the game, the presence of ready-made lesson plans indicate that the level of the platform is high.

Amangeldy found CodiPlay:
  • Significantly increases student collaboration
    We have made projects of traffic lights and smart baskets with students. In the process of creating the project, the guys built models with great interest.
  • Significantly improves teaching efficiency
    Children can work through the instruction in the application without the help of a teacher in the process of building a model and writing a program. This is a great help for the teacher.
  • Significantly improves teacher knowledge
    The platform has a teacher's guide and a ready-made lesson plan.
  • Significantly improves school processes
    The platform helps a lot to learn Arduino
  • Significantly builds student knowledge
    After creating ready-made projects on this platform, students will have the opportunity to voluntarily create other projects as well. That is, after learning how to write code on this platform, it will be easier to create your own project.
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Mirzokarimova Muxlisa Anvar kizi

IT teacher

"Istiqbolli ta'lim" private school, Uzbekistan

Used CodiPlay weekly for 0–3 months

Jul 2024

All CodiPlay products are of high quality. But there were some cases with difficulties while working with wooden pieces. Its size in some cases was not accurate to construct the projets.

Mirzokarimova Muxlisa Anvar kizi found CodiPlay:
  • Significantly increases student collaboration
    Smart projects on robotics sometimes were assembled in groups. They were interested to work in pairs and groups. They had discussions while working in groups. They also liked to share the tasks between each other and ask questions from teachers.
  • Significantly improves teaching efficiency
    The mobile version of CodiPlay shows the exact instructions to construct the smart projects. It helps with the self-work of students. They can work and study with minimum teacher interventions. The arcade games also effectively explain algorithm and programming topics, which are difficult to students.
  • Significantly improves teacher knowledge
    The simplest example is that when you join the LED into the circuit the teacher without any help can make many mistakes. But the instructions in mobile game permits the teacher to make any mistakes. It makes the teaching process flow without any interrupts or technical issues (circuit shortening)
  • Significantly improves school processes
    Arcade games make the ICT lessons more captivating. The lesson time is used effectively because the time spent on capturing the students interest in programming is minimized.
  • Significantly builds student knowledge
    We can see the best performance in programming and robotics on the students results who are interested in learning with CodiPlay. It also helps with physics because there are topics that improve the knowledge in electrical engineering. To maximize the performance of the students in programming, students should learn the CodiPlay material.
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Asan

Robotics

Prometheus School, Kazakhstan

Used CodiPlay weekly for 0–3 months

Jul 2024

Reply from CodiPlay:Hello Asan! Thank you so much for taking the time to leave a review. We are thrilled to hear that you and your students have been enjoying using Codiplay. We look forward to continuing this journey with you in the next school year. Our team is excited to announce that we will be adding new curriculum and projects to our CodiTeach platform soon. We believe that these updates will make your classes even more engaging and effective. Thank you for being a part of the Codiplay community!
Asan found CodiPlay:
  • Moderately increases student collaboration
    in the first month my students took 1st place in the Codiplay competition
  • Slightly improves teaching efficiency
  • Moderately improves teacher knowledge
  • Moderately improves school processes
  • Moderately builds student knowledge
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Pedagogy

Certified Pedagogical Quality

Certified by Education Alliance Finland,

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
Extensive interactive features and engaging games
Rehearse
Construct
The coding tools allow students to engage in a creative work process
Linear
Non-linear/Creative
The learning materials facilitate independent learning
Individual
Collaborative
This tool enables students to set their own personal goals

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.

  • Using technology resources for problem solving
  • Building common knowledge of technological solutions and their meaning in everyday life
  • Using technology as a part of explorative and creative process
  • Using technology as a part of explorative process
  • Practicing logical reasoning, algorithms and programming through making
  • Encouraging to build new information and visions
  • Learning to combine information to find new innovations
  • Encouraging to build new information and visions
  • Learning to build information on top of previously learned
  • Using technological resources for finding and applying information
  • Understanding technological system operations through making
  • Understand and apply the fundamental principles and concepts of computer science, including abstraction, decomposition, logic, algorithms, and data representation.
  • Practicing to plan and execute studies, make observations and measurements
  • Practicing to look things from different perspectives
  • Practicing to create questions and make justifiable arguments based on observations
  • Practicing to notice causal connections
  • Learning to combine information to find new innovations
  • Encouraging to build new information and visions
  • Learning to build information on top of previously learned
  • Practicing to notice causal connections
  • Practicing to take care of own and other people’s safety
  • Practicing to take care of one's own and other people’s safety
  • Practicing to take care of one's own wellbeing and health
  • Encouraging the growth of positive self-image
  • Learning to face failures and disappointments
  • Use abstraction effectively to model selected aspects of the external world in a program and to appropriately structure programs into modular parts with clear, well documented interfaces.
  • Evaluate the fitness for purpose of algorithms in meeting requi.rements efficiently using logical reasoning and test data
  • Use appropriate security techniques, including validation and authentication.
  • Design, write, test and refine programs, using one or more high-level programming language with a textual program definition, either to a specification or to solve a problem.
  • Take a systematic approach to problem solving including the use of decomposition and abstraction, and make use of conventions including pseudo code and flowcharts.
  • Characteristics and purpose of different levels of programming language, including low-level language.
  • Networks and the importance of connectivity, both wired and wireless, types of network, common network topologies and network security.
  • Hardware components and embedded systems.
  • The purpose and functionality of systems software, including the operating system and utility software.
  • Boolean logic using AND, OR and NOT, combinations of these, and the application of logical operators in appropriate truth tables to solve problems.
  • Representation of text, sound, and graphics inside computers.
  • Representation of numbers in binary and hexadecimal; conversion between these and decimal; binary addition and shifts.
  • The concept of data type, including integer, Boolean, real, character and string, and data structures, including records and one- and two-dimensional arrays.
  • How particular programs and algorithms work.
  • Following and writing algorithms to solve problems including sequence, selection and iteration, and input, processing and output
  • Standard algorithms, including binary search and merge sort.
  • Apply mathematical skills relevant to computer science.
  • Understand the impacts of digital technology to the individual and to wider society.
  • Understand the components that make up digital systems, and how they communicate with one another and with other systems.
  • Think creatively, innovatively, analytically, logically and critically.
  • Analyse problems in computational terms through practical experience of solving such problems, including designing, writing and debugging programs.
  • Practicing strategic thinking
  • Developing problem solving skills
  • Practicing to use arts as a way to express
  • Practicing to use imagination and to be innovative
  • Practicing to use imagination and to be innovative
  • Encouraging students to be innovative and express new ideas
  • Practicing to improvise
  • Practicing creative thinking
  • Creating requirements for creative thinking
  • Learning to find the joy of learning and new challenges
  • Practicing to evaluate one's own learning
  • Practicing to take responsibility of one's own learning
  • Practicing to find ways of working that are best for oneself
  • Practicing persistent working
  • Learning to notice causal connections
  • Practicing categorization and classification
  • Practicing fine motor skills
  • Using technology as a part of explorative process
  • Practicing logical reasoning, algorithms and programming through making
  • Understanding and practicing safe and responsible uses of technology
  • Using technological resources for finding and applying information
  • Using technology as a part of explorative and creative process
  • Understanding technological system operations through making
  • Using technology resources for problem solving
  • Building common knowledge of technological solutions and their meaning in everyday life
  • Practicing keyboard skills and touch typing
  • Practicing to find, evaluate and share information
  • Practicing to use information independently and interactively
  • Practising to understand visual concepts and shapes and observe their qualities
  • Learning to acquire, modify and produce information in different forms
  • Using technology as a part of explorative and creative process
  • Practicing logical reasoning to understand and interpret information in different forms
  • Connecting subjects learned at school to skills needed at working life
  • Practicing decision making
  • Learning to plan and organize work processes
  • Practicing time management
  • Learning to use foreign language in work context
  • Encouraging positive attitude towards working life
  • Enabling the growth of positive self-image
  • Learning to understand the meaning of rules, contracts and trust
  • Learning decision-making, influencing and accountability
  • Encouraging to build new information and visions
  • Learning about different languages
  • Learning to understand people, surroundings and phenomenons around us
  • Practicing to notice links between subjects learned

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