Fable

Fable

Fable

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Learning goals

What is Fable?

Fable is an innovative educational platform designed to enhance learning experiences through interactive storytelling and gamification. It combines the power of narrative with educational content to engage students in a unique and immersive way. By integrating various subjects into compelling stories, Fable helps students develop critical thinking, problem-solving, and creativity skills. This platform is suitable for a wide range of age groups and educational settings, making it a versatile tool for educators.

One of the standout aspects of Fable is its ability to adapt to different learning styles and paces. The platform offers a variety of story-based modules that cover diverse topics, ensuring that there is something for every student. Interactive elements such as quizzes, puzzles, and decision-making scenarios keep students actively involved in their learning journey. Additionally, Fable provides real-time feedback and progress tracking, allowing educators to monitor student performance and tailor their teaching strategies accordingly.

In schools, Fable is typically implemented as a supplementary tool to traditional teaching methods. Teachers can integrate Fable's modules into their lesson plans to reinforce concepts and provide a more engaging learning experience. The platform is accessible on various devices, making it easy for students to use both in the classroom and at home. Educators often use Fable to facilitate group activities, encourage collaboration, and foster a love for learning through storytelling. With its user-friendly interface and comprehensive support resources, Fable is an invaluable addition to any educational environment.

Age Range5-7, 8-10, 10-11, 11-13, 14-16
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Pedagogy

Certified Pedagogical Quality

Certified by Education Alliance Finland, 07/2019

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
Fable offers several options on what to do and how to learn. The modular robot can be used for a variety of purposes, and Fable offer a wide variety of examples, projects and lesson plans. The project videos are of great quality and it is easy to browse them to find an interesting one. Since learning is based on active making, it always requires active engagement and acquiring and using new information.
Rehearse
Construct
Although Shape Robotics offers plenty of ready made projects, learning doesn't happen through observation and repeating instructions but through making. Both the activities and the lesson plans include plenty of creative tasks and utilising learned in open-ended problem solving, which requires prior skills or knowledge to be used in conjunction with new. Many of them are based on students setting up problems they need to solve and using cross-curricular knowledge to create solutions using Fable.
Linear
Non-linear/Creative
Fable offers an open learning environment, where it is easy to select projects and lessons which suit your class, and the students can also independently browse the material to find interesting activities to execute. The Getting Started guide is easy to use for set up and introduces also the basic programming commands. Later on, the materials allow for both free exploration and creative projects as well as downloading ready made code and examining it.
Individual
Collaborative
Fable supports both individual and collaborative learning; If the learner has their own robot, they can learn programming and robotics just by browsing the available material. Shape Robotics Youtube channel also offers a community, where to discuss about the projects. The users are guided to help and support other users as some lesson plans encourage collaboration and the suggested teaching methods are based on discussion and group work.

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.

  • Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
  • Oppilaita kannustetaan luottamaan itseensä ja näkemyksiinsä, perustelemaan ajatuksiaan ja soveltamaan koulun ulkopuolella opittuja taitoja koulutyössä.
  • Tiedon rakentumisen erilaisia tapoja tutkitaan yhdessä ja oppilaita rohkaistaan tuomaan esille omaa kokemustietoaan ja pohtimaan sen merkitystä ajattelulleen.
  • Oppilaita rohkaistaan käyttämään kuvittelukykyään uuden oivaltamiseen ja luomiseen, yhdistelemään ennakkoluulottomasti erilaisia näkökulmia sekä rakentamaan uutta tietoa ja näkemystä.
  • Ajattelun taitoja kehitetään luomalla monimuotoisia tilaisuuksia itsenäiseen ja yhteiseen ongelmanratkaisuun, argumentointiin, päättelyyn ja johtopäätösten tekemiseen sekä asioiden välisten vuorovaikutussuhteiden ja keskinäisten yhteyksien huomaamiseen ja siten systeemiseen ajatteluun.
  • Practicing strategic thinking
  • Practicing to notice causal connections
  • 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 set one's own learning goals
  • 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 fine motor skills
  • Practicing memorizing skills
  • Using technology as a part of explorative process
  • Using technology for interaction and collaboration (also internationally)
  • Using technology to express one’s emotions and experiences
  • Using technology for interaction and collaboration
  • 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
  • Learning to understand and interpret diverse types of texts
  • Connecting subjects learned at school to skills needed at working life
  • Practicing decision making
  • Learning to plan and organize work processes
  • Oppilaita kannustetaan ottamaan vastuuta opiskeluun liittyvien tavoitteiden asettamisesta, työn suunnittelusta ja oman työskentelyprosessin ja etenemisen arvioinnista.
  • Encouraging to build new information and visions
  • Practicing to notice links between subjects learned
  • 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
  • 4-PS3-1. Use evidence to construct an explanation relating the speed of an object to the energy of that object.
  • K-2-ETS1-3. Analyze data from tests of two objects designed to solve the same problem to compare the strengths and weaknesses of how each performs.
  • K-2-ETS1-2. Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.
  • K-2-ETS1-1. Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
  • MS-PS2-2. Plan an investigation to provide evidence that the change in an object’s motion depends on the sum of the forces on the object and the mass of the object.
  • 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.
  • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
  • Can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems.
  • Encouraging to build new information and visions
  • Practicing to improvise
  • Practicing creative thinking
  • Develop plans that describe a program’s sequence of events, goals, and expected outcomes.
  • Practicing logical reasoning, algorithms and programming through making
  • Using technological resources for finding and applying information
  • Using technology as a part of explorative and creative process
  • Practicing to notice links between subjects learned
  • 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
  • Understanding technological system operations through making
  • Using technology resources for problem solving
  • Building common knowledge of technological solutions and their meaning in everyday life
  • Creating requirements for creative thinking
  • Supporting the growth of environmental awareness
  • Learning to find the joy of learning and new challenges
  • Learning to recognise and evaluate arguments and their reasonings
  • Learning to face failures and disappointments
  • Create programs that include sequences, events, loops, and conditionals.
  • Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
  • Practicing to set one's own learning goals
  • Understand several key algorithms that reflect computational thinking.
  • Practicing to take responsibility of one's own learning
  • Practicing to find ways of working that are best for oneself
  • Practising to understand visual concepts and shapes and observe their qualities
  • Learn to evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
  • Learn to analyse problems in computational terms
  • Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems.
  • Take on varying roles, with teacher guidance, when collaborating with peers during the design, implementation, and review stages of program development.
  • Practicing persistent working
  • Using technology as a part of explorative and creative process
  • Achieve challenging goals, including collecting and analysing data and meeting the needs of known users.
  • Use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
  • Develop their capability, creativity and knowledge in computer science, digital media and information technology.
  • Develop and apply their analytic, problem-solving, design, and computational thinking skills.
  • Learning to notice causal connections
  • Use logical reasoning to predict the behaviour of simple programs.
  • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instruction.
  • Practicing to look things from different perspectives
  • Systematically test and refine programs using a range of test cases.
  • Create and debug simple programs.
  • Practicing logical reasoning to understand and interpret information in different forms
  • Create programs that use variables to store and modify data.
  • Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
  • Ohjata oppilasta kehittämään algoritmista ajatteluaan sekä taitojaan soveltaa matematiikkaa ja ohjelmointia ongelmien ratkaisemiseen.
  • Connecting subjects learned at school to skills needed at working life
  • Ohjata oppilasta havaitsemaan ja ymmärtämään oppimiensa asioiden välisiä yhteyksiä.
  • Practicing versatile ways of working
  • Innostaa oppilasta laatimaan toimintaohjeita tietokoneohjelmina graafisessa ohjelmointiympäristössä.
  • Practicing decision making
  • Learning to plan and organize work processes
  • Encouraging positive attitude towards working life
  • Developing problem solving skills
  • Practicing to notice causal connections
  • Practicing to use imagination and to be innovative
  • 3-5-ETS1-3. Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
  • Practicing to use imagination and to be innovative
  • Design your own and joint work and practice setting goals and evaluating work.
  • Encouraging students to listen to others' views while also reflecting on their own internal knowledge.
  • Practicing to give, get and reflect feedback
  • Practicing to express own thoughts and feelings
  • Using technology as a part of explorative process
  • Develop programs with sequences and simple loops, to express ideas or address a problem.
  • Encouraging students to be innovative and express new ideas
  • Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.
  • Learning decision-making, influencing and accountability
  • Learning to listen other people’s opinions
  • Practicing to argument clearly own opinions and reasonings
  • Practicing to work with others
  • Design and develop computational artifacts working in team roles using collaborative tools.
  • Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.
  • 3-5-ETS1-3. Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved.
  • K-2-ETS1-1. Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
  • Investigate new and emerging technologies.
  • Apply their understanding of computing to program, monitor and control their products.
  • Understand and use electrical systems in their products [for example, series circuits incorporating switches, bulbs, buzzers and motors].
  • Understand and use mechanical systems in their products [for example, gears, pulleys, cams, levers and linkages].
  • Generate, develop, model and communicate their ideas through talking, drawing, templates, mock-ups and, where appropriate, information and communication technology.
  • Select from and use a wider range of materials and components, including construction materials, textiles and ingredients, according to their functional properties and aesthetic qualities.
  • Generate, develop, model and communicate their ideas through discussion, annotated sketches, cross-sectional and exploded diagrams, prototypes, pattern pieces and computer-aided design.
  • Use research and develop design criteria to inform the design of innovative, functional, appealing products that are fit for purpose, aimed at particular individuals or groups.
  • Select from and use a wide range of materials and components, including construction materials, textiles and ingredients, according to their characteristics explore and evaluate a range of existing products.
  • Can understand and apply the fundamental principles and concepts of computer science, including abstraction, logic, algorithms and data representation.
  • 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
  • Learning to notice causal connections
  • Using technology as a part of explorative process
  • Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.
  • Can evaluate and apply information technology, including new or unfamiliar technologies, analytically to solve problems.
  • Can analyse problems in computational terms, and have repeated practical experience of writing computer programs in order to solve such problems.
  • Developing problem solving skills
  • Practicing logical reasoning, algorithms and programming through making
  • 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
  • Using technology as a part of explorative and creative process
  • Connecting subjects learned at school to skills needed at working life
  • Practicing decision making
  • Learning to plan and organize work processes
  • Learning decision-making, influencing and accountability
  • Practicing to work with others
  • Encouraging to build new information and visions
  • Learning to understand people, surroundings and phenomenons around us
  • 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
  • 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.
  • Use logical reasoning to compare the utility of alternative algorithms for the same problem.
  • Design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems.
  • Design and develop modular programs that use procedures or functions.
  • Learn to analyse problems in computational terms
  • Select, use and combine a variety of software (including internet services) 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.
  • 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.
  • Recognise common uses of information technology beyond school.
  • Use logical reasoning to predict the behaviour of simple programs.
  • Create and debug simple programs.
Fable Categories
Last updated 15th November 2024
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