Home  >  Robotics  >  mBot Series STEAM Robots
mBot Series STEAM Robots

mBot Series STEAM Robots

5/5

mBot Series STEAM Robots

Optimised for a quick response
Quality pedagogy award
About
Pricing
Compare
Reviews
Pedagogy
Learning goals
Alternatives

What is mBot Series STEAM Robots?

Makeblock mBot Series is an Arduino-based robotics platform.

All the models are compatible with Makeblock DIY platform, which contains 600+ mechanical and electronic parts.

Easy-to-use Scratch-based learning platform mBlock brings the cutting-age technology to the classroom, which enables every child to be able to learn programming, robotics, electronics, mechanics, AI, IoT and other STEAM related topics easily.

Age Range5-7, 8-10, 11-13, 14-16, 17-18, 19+
LanguagesArabic, Chinese, English, French, German, Italian, Japanese, Spanish
PoliciesTerms of ServicePrivacy Policy
Promotional banner - EdTech Impact virtual showcase eventsPromotional banner - EdTech Impact virtual showcase events

mBot Series STEAM Robots Pricing


Pricing Plans

One-Off Fee

One time purchase

Optimised for a quick response

Compare mBot Series STEAM Robots with...

mBot Series STEAM Robots Reviews

5 out of 5

from 1 Verified Review

mBot Series STEAM Robots has collected 0 reviews in the past 6 months

User rating

Excellent
1
Great
0
Average
0
Poor
0
Bad
0

Country

mBot Series STEAM Robots
Andrea Canesi

Teacher

IPSIA Attilio Odero, Italy

Used mBot Series STEAM Robots monthly for 5 years+

May 2022

mBot 1.0: ideal to teach coding, but also electronics and physics. It's higly expandable, you can create your sensor and use it within the robot. It's based on Arduino, it's easy to find a lot of expansions that can be built by the students. mBot Ranger: It can be used in an open environment, is robust and can be expanded as mBot 1.0. mBot 2.0: less expandable, but more precise due to the change of motors. It has a lot of sensors on board, can be connected to a wifi network and can send to and receive data from other robots or the network

flag
SHARE:
Share on Linked In

Pedagogy

Certified Pedagogical Quality

Certified by Education Alliance Finland, 04/2018

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
Makeblock robots require active engagement to progress and user actions to extract information. After building the robot, users have multiple ways to learn to code and to solve problems with the robot.
Rehearse
Construct
The product provides the basic information about electronics and coding but after the beginning users are free to use the learned information however they want.
Linear
Non-linear/Creative
Building the robot -phase is well instructed and it is possible to start the usage with a linear game where the user can learn the basic concepts and command of coding. After that, the product provides an unlimited learning process and endless possibilities to program the robot.
Individual
Collaborative
Makeblock allows the learner to make all the decisions individually but provides materials with collaborative activities that can be carried out for example in a classroom context.

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.

  • Learning to build information on top of previously learned
  • 3-5-ETS1-1. Define a simple design problem reflecting a need or a want that includes specified criteria for success and constraints on materials, time, or cost.
  • 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.
  • Select from and use a wider range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing], accurately.
  • 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].
  • Select from and use a range of tools and equipment to perform practical tasks [for example, cutting, shaping, joining and finishing].
  • Explore and use mechanisms [for example, levers, sliders, wheels and axles], in their products.
  • Recognise common uses of information technology beyond school.
  • 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.
  • Use logical reasoning to compare the utility of alternative algorithms for the same problem.
  • 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 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.
  • Select from and use a wider range of tools and equipment to perform practical tasks accurately
  • Apply computing and use electronics to embed intelligence in products that respond to inputs, and control outputs, using programmable components
  • Understand and use mechanical systems in their products
  • Understand and use electrical systems in their products
  • Connecting subjects learned at school to skills needed at working life
  • Encouraging positive attitude towards working life
  • Learning to plan and organize work processes
  • Practicing versatile ways of working
  • Practicing to notice causal connections
  • Developing problem solving skills
  • Practicing strategic thinking
  • Using technology resources for problem solving
  • Understanding technological system operations through making
  • Practicing logical reasoning, algorithms and programming through making
  • Building common knowledge of technological solutions and their meaning in everyday life
  • Using technology as a part of explorative process
  • 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.
  • 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.
  • Understand what algorithms are, how they are implemented as programs on digital devices, and that programs execute by following precise and unambiguous instructions.
  • Create and debug simple programs.
  • Understand the hardware and software components that make up computer systems, and how they communicate with one another and with other systems.
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.

mBot Series STEAM Robots Alternatives

mBot Series STEAM Robots Categories
Last updated 12th November 2024
Promotional banner - EdTech Impact virtual showcase eventsPromotional banner - EdTech Impact virtual showcase events
mBot Series STEAM Robots
Request a Quote

We value your privacy