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codeSpark Academy

codeSpark Academy

codeSpark Academy

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What is codeSpark Academy?

codeSpark Academy is an award-winning educational platform designed to teach children the fundamentals of computer science and coding through interactive and engaging games. Aimed at kids aged 5 to 9, the platform uses a game-based approach to make learning fun and accessible. With no reading required, it is perfect for pre-readers and early readers, ensuring that young learners can dive right into the world of coding. The curriculum is designed by experts and aligns with common core standards, making it a reliable resource for both parents and educators.

One of the standout aspects of codeSpark Academy is its use of puzzles, games, and creative projects to teach coding concepts. Children can learn sequencing, loops, conditionals, and more through hands-on activities that keep them engaged. The platform also offers a variety of challenges and rewards to motivate students and track their progress. Additionally, codeSpark Academy includes a creative mode where kids can design their own games and stories, fostering creativity and problem-solving skills.

In schools, codeSpark Academy is typically implemented as part of the computer science curriculum or as an enrichment program. Teachers can easily integrate it into their lesson plans thanks to its structured and easy-to-follow curriculum. The platform provides detailed lesson guides and progress tracking tools, making it simple for educators to monitor student progress and tailor instruction to individual needs. Many schools also use codeSpark Academy in after-school programs or coding clubs, providing students with additional opportunities to develop their coding skills in a fun and supportive environment.

Recommended Usage

25.
Age Range5-7, 8-10, 0-4
PoliciesTerms of ServicePrivacy Policy
Requirements
Teachers need to set up a free teacher account and classroom at dashboard.codespark.com. From the dashboard teachers will be able to generate a classroom code that makes it easy for students to login on tablets, Chromebooks, PCs or Macs. Once a student has logged in on a device, all of the student profiles for that class will be available and will be tracked in the teacher dashboard.
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codeSpark Academy Pricing


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Pedagogy

Certified Pedagogical Quality

Certified by Education Alliance Finland, 01/2018

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
codeSpark offers an engaging product for practising coding. The player needs to be active to pass the levels and to proceed within the game.
Rehearse
Construct
The game doesn’t require any previous specific knowledge. It is built so that the players practice with ready-made levels in the beginning. After they've learned the basic concept of programming, they can apply the knowledge gained in the previous levels and build their own.
Linear
Non-linear/Creative
The game play is optimised because the player can’t progress to the more difficult levels before passing the easier ones. The Design and Code section offers players the possibility to develop creativity and create their own levels.
Individual
Collaborative
The users play the game individually but they can create levels for other players.

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.

  • Practicing to look things from different perspectives
  • Developing problem solving skills
  • Creating requirements for creative thinking
  • Practicing to use imagination and to be innovative
  • Practicing persistent working
  • Learning to find the joy of learning and new challenges
  • Using technology resources for problem solving
  • Understanding technological system operations through making
  • Practicing logical reasoning, algorithms and programming through making
  • Using technology as a part of explorative and creative process
  • Practicing computational thinking
  • Practicing creative computing
  • Practicing to create sequences
  • Understanding the meaning of conditionals in programming
  • Understanding the concept of loops
  • Understanding what algorithms are and how they can be used
  • Connecting programming to mathematics.
  • 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 the growth of positive self-image

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Last updated 9th September 2024
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